Role of the second thrower
- Joemanji
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Role of the second thrower
You know the score. You start with one thrower, and he quickly gets a couple of skills - Accurate, Safe Throw etc.
How do you develop your secondary thrower? To be a straight copy of the first, in case he is injured or killed? Or to fulfil a different, specialised role - e.g. defensive sweeper with some combo of Block, Tackle, Strip Ball and HMP to augment his starting skills? Is this too much of a risk? What if your primary thrower is killed?
How do you develop your secondary thrower? To be a straight copy of the first, in case he is injured or killed? Or to fulfil a different, specialised role - e.g. defensive sweeper with some combo of Block, Tackle, Strip Ball and HMP to augment his starting skills? Is this too much of a risk? What if your primary thrower is killed?
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- ScottyBoneman
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Really depends on the team, but I usually make one along the lines you suggest to get the ball and be abler to throw the ball from deep. The second I usually make a little more rugged- Block, Dodge, Dump Off, NoS etc to be able get into the action more especially to capitalize on turnovers.
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- DoubleSkulls
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I'm beginning to think this is very dependent on the team.
With Elves I don't think there is a point having a defensive thrower. Having 2 offensive throwers is better because on defence, if you do get the ball any old line elf can make a reasonable pass. Maybe this is style of play as much as anything too. I don't give Sure Hands to Throwers - because a line elf is normally picking up the ball for the cheap 1 SPP completion behind the lines.
Having 2 offensive throwers gives you better coverage over the backfield and reduces the chances of one of them getting taken out.
Saying that a NoS Dump Off thrower on an Elf team can be a godsend because he sucks up blitzes without giving away the ball.
With the AG3 teams I think its a different story because throwers start with Sure Hands or get it fairly quickly. This means they are better at getting the ball out of a ruck than other unskilled players. Also ball handling isn't something that most of your team do particularly well.
With Elves I don't think there is a point having a defensive thrower. Having 2 offensive throwers is better because on defence, if you do get the ball any old line elf can make a reasonable pass. Maybe this is style of play as much as anything too. I don't give Sure Hands to Throwers - because a line elf is normally picking up the ball for the cheap 1 SPP completion behind the lines.
Having 2 offensive throwers gives you better coverage over the backfield and reduces the chances of one of them getting taken out.
Saying that a NoS Dump Off thrower on an Elf team can be a godsend because he sucks up blitzes without giving away the ball.
With the AG3 teams I think its a different story because throwers start with Sure Hands or get it fairly quickly. This means they are better at getting the ball out of a ruck than other unskilled players. Also ball handling isn't something that most of your team do particularly well.
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- juck101
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my main choice is :thrower A= accurate, safe throw, block...
thrower B=block, hail marry, dodge(if), accurate
Always need at least sure hands and pass but beyond that each role is diffrent. Thrower A main offense player with ball. But thrower B is more for defense hence block first skill. When he is no longer defensive liablity without block plays on both sets. The utility is very important to his role so hence hail marry for new team 'play'.
Most teams can cope if need to with just surehands and block, anything else a bonus. Not worth two similar throwers as they are unique to team. Every choose strong arm because if you can get accurate and bomb +2 makes it sensible option and hard to defend.
thrower B=block, hail marry, dodge(if), accurate
Always need at least sure hands and pass but beyond that each role is diffrent. Thrower A main offense player with ball. But thrower B is more for defense hence block first skill. When he is no longer defensive liablity without block plays on both sets. The utility is very important to his role so hence hail marry for new team 'play'.
Most teams can cope if need to with just surehands and block, anything else a bonus. Not worth two similar throwers as they are unique to team. Every choose strong arm because if you can get accurate and bomb +2 makes it sensible option and hard to defend.
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- ScottyBoneman
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Sounds like you play AG3 teams- not sure I would ever get Strong Arm with Elves. There are lots of uses for Doubles but off the top of my head, I would take Jump Up first.juck101 wrote:my main choice is :thrower A= accurate, safe throw, block...
thrower B=block, hail marry, dodge(if), accurate
Always need at least sure hands and pass but beyond that each role is diffrent. Thrower A main offense player with ball. But thrower B is more for defense hence block first skill. When he is no longer defensive liablity without block plays on both sets. The utility is very important to his role so hence hail marry for new team 'play'.
Most teams can cope if need to with just surehands and block, anything else a bonus. Not worth two similar throwers as they are unique to team. Every choose strong arm because if you can get accurate and bomb +2 makes it sensible option and hard to defend.
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- juck101
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No play elf most.
Nothing more sexy than an strong arm accurate thrower; bombs on a 3+ which is easy. Everyone can catch.
Elf can have dodge anyway so if 75 plus dodge, block and mega thrower.
Played too much old 2nd ed BB when i remeber only needing 4+ ona 2d6 to long bomb. Never like hard rolls to throw again since my then. Currently carrer stat 320 completions with 9 teams over 95 games, 3.36 av per game. (was bored one sunday!).
I love to throw but still find utlity second man much use
Nothing more sexy than an strong arm accurate thrower; bombs on a 3+ which is easy. Everyone can catch.
Elf can have dodge anyway so if 75 plus dodge, block and mega thrower.
Played too much old 2nd ed BB when i remeber only needing 4+ ona 2d6 to long bomb. Never like hard rolls to throw again since my then. Currently carrer stat 320 completions with 9 teams over 95 games, 3.36 av per game. (was bored one sunday!).
I love to throw but still find utlity second man much use
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- ScottyBoneman
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Sexy, yes. But how often do you find you can't use movement to make it a long pass.juck101 wrote:No play elf most.
Nothing more sexy than an strong arm accurate thrower; bombs on a 3+ which is easy. Everyone can catch.
Elf can have dodge anyway so if 75 plus dodge, block and mega thrower.
Played too much old 2nd ed BB when i remeber only needing 4+ ona 2d6 to long bomb. Never like hard rolls to throw again since my then. Currently carrer stat 320 completions with 9 teams over 95 games, 3.36 av per game. (was bored one sunday!).
I love to throw but still find utlity second man much use
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- juck101
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yes movement another part of the throw, but find more effective to move to non-intercept position if a choice. Assume if big throw then deep in my half, but still can need dodge roll out of TZ so MA for evasion not better throw spot.
If mega skiled then can fake aswell with main thrower. If defense set for over the top you can cheat with throw to mid position player and hand off.
If mega skiled then can fake aswell with main thrower. If defense set for over the top you can cheat with throw to mid position player and hand off.
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fo a non ag team, that second thrower is always for me the guy on the defensive line. he's got nos, pass block, shadowing maybe....anything to increase the odds of his forcing a turnover and coming up with that ball..
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My second thrower is often my kicker. Since I tend to save my good thrower for offensive drives my secondary thrower will be used to help convert the broken play on defence. I can either stick a lineman in with kick and sod all else or I can give kick to a thrower and have him on every defensive drive, ready to do his part after he's kicked it away.
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I tried playing my DE team with a NOS thrower but I found that there would be an opponent in interception position, since I was throwing at 2+ because of NoS. I thought maybe get him Safe Throw (wow it might actually be used by someone) or just make my designated catcher the NoS guy.ianwilliams wrote:
Saying that a NoS Dump Off thrower on an Elf team can be a godsend because he sucks up blitzes without giving away the ball.
Any good tactics you found using a NoS thrower?
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- MickeX
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For humans I like
1st: Accurate, Block, Safe Throw (Strong Arm)
2nd: Kick, Block (Dodge)
For Dwarves, I get Kick for a Troll Slayer instead. One runner gets passing skills to throw the ball on offence, to a player who gets into my cage. That ballcarrier is the first runner/blitzer who can get Blodge or a stat increase.
1st: Accurate, Block, Safe Throw (Strong Arm)
2nd: Kick, Block (Dodge)
For Dwarves, I get Kick for a Troll Slayer instead. One runner gets passing skills to throw the ball on offence, to a player who gets into my cage. That ballcarrier is the first runner/blitzer who can get Blodge or a stat increase.
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- ScottyBoneman
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That makes a tons of sense- I will have to do that.Marcus wrote:My second thrower is often my kicker. Since I tend to save my good thrower for offensive drives my secondary thrower will be used to help convert the broken play on defence. I can either stick a lineman in with kick and sod all else or I can give kick to a thrower and have him on every defensive drive, ready to do his part after he's kicked it away.
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- juck101
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