Now the second "problem"

The ST4 WD is pretty straight forward though

Never thought I would ever get in a situation like this, 3 players with ST4 on a woodie team :S
There are ways of playing uber kick ass teams. And it means doing what you don't do. ST 4 is point less on a Thrower, the thrower should either be out of reach or not holding the ball and the team should establish a 2-3 turn TD rate.Carnis wrote:Strong arm is REALLY marginal. If you really want to get longbombs get accurate + safe throw. Safe throw has other uses beyond throwing far + it makes longpasses more reliable too!
This way you can throw qp-short passes at 2+, longpasses at 3+, longbombs at 4+ and if you happen to roll a 2 on the longpass then skip using accurate and you'll get the ball back in hand and avoid the turnover. Same goes for 2-3's with the longbomb. Reroll with pass if you happen to roll a 1 on the initial die, and if you roll snake eyes you're stuffed either way.. Just don't reroll the 2's and 3's unless you *really* need to make that pass on that exact turn.
Should never pass out on +ST, although I wonder how much mileage you'll get out of +ST/AG liner. He'll need 51 SPPs for Blodge! In our league we have one in a pro-elven team and he's mostly been targeted with grinning opposing MB/PO/Tacklers and he's already got himself a niggle, and more is certainly on its way before he reaches skill #4.
I'd not be using a S4 thrower to play as a passer. I'd build them as a sweeper/safety.Smurf wrote:ST 4 is point less on a Thrower, the thrower should either be out of reach or not holding the ball and the team should establish a 2-3 turn TD rate.