Strong Arm thrower + Double
- Juggernaut
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Strong Arm thrower + Double
In my human team, I've got a thrower that was lucky to get a double on his 1st advancement, and now, after 7 matches he has another advancement and boom, I rolled double 1. what to do? I planned to give him accurate as his next skill, but I don't wanna waste a double on my Captain. I think the best options are Nerves of steel and Guard.
only one of my blitzers already has Guard, so I think it would help my team more if he takes Guard.
any ideas?
Juggernaut
only one of my blitzers already has Guard, so I think it would help my team more if he takes Guard.
any ideas?
Juggernaut
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- neverdodge
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Have you looked at taking Leader or Pro. RR are always good.
If you take NoS, try to get Safe Throw quickly. that lineorc you're throwing past will get that lucky 6 on you and your NoS was just wasted.
If you take NoS, try to get Safe Throw quickly. that lineorc you're throwing past will get that lucky 6 on you and your NoS was just wasted.
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- kadu-c
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- Thadrin
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Sure feet is a great idea. Nerves of steel is good. Catch would possibly prove useful (catcher gets ball, hands it to thrower, who moves and passes it to catcher number 2...no need for rerolls)
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- Arkan
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Depends a little on your style of play.
The way it sounds, your second thrower will be the thrower for out-of-the-pocket type passing game. So this cool guy, could be your running quarterback, thereby advancing him quicker with an occasional TD. So I guess my initial thought would have been a) NoS if you want to pass with him from the safety behind the line b) dodge, if you would like a more elfish style of game, dodging through defense and then going for the short (or quick) pass to a waiting receiver. But when I read the suggestion for sure feet, that looked pretty appealing as well.
But with accurate already, I'd probably go for NoS.
The way it sounds, your second thrower will be the thrower for out-of-the-pocket type passing game. So this cool guy, could be your running quarterback, thereby advancing him quicker with an occasional TD. So I guess my initial thought would have been a) NoS if you want to pass with him from the safety behind the line b) dodge, if you would like a more elfish style of game, dodging through defense and then going for the short (or quick) pass to a waiting receiver. But when I read the suggestion for sure feet, that looked pretty appealing as well.
But with accurate already, I'd probably go for NoS.
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he's alrerady got pass and Sure Hands so i dont see the point of taking leader or pro. Plus you cant waste a skill like leader on such an important player.lightingbug wrote:Have you looked at taking Leader or Pro. RR are always good.
If you take NoS, try to get Safe Throw quickly. that lineorc you're throwing past will get that lucky 6 on you and your NoS was just wasted.
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If it's only about the range then you should go for sprint instead of Sure feetor maybe Sure Feet as Throwers often have to GFI to reduce the range.

Still, dodge looks more tempting...

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- kadu-c
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Of course, but I always say "the best is the enemy of the good". I mean that I prefer moving 2 extra squares and stay on my feet on the 2nd one, rather than attempting to move 3 extra squares and falling on the first one... But I must admit I'm always very (too?) careful... Maybe I will buy a shaking cup to give me more confidence !Sputnik wrote:If it's only about the range then you should go for sprint instead of Sure feetor maybe Sure Feet as Throwers often have to GFI to reduce the range.A TRR is all you need...sure hands and pass take care of the rest.
Still, dodge looks more tempting...![]()
Sputnik

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