Human Thrower

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

mbuku
Rookie
Rookie
Posts: 10
Joined: Wed Apr 06, 2005 9:04 am
Location: Germany, Frankfurt Area

Human Thrower

Post by mbuku »

In a new Human Team (2 games played) one of the 2 throwers got is first developement. I rolled a double. First I was thinking to give him a normal passing talent but then I thought not to waste the double. What do you think make sense beneath the passing talents?
In the team I have 4 catchers, 4 blitzers, 2 Linos, 2 Throwers and 2 Longbeard Allies

Reason: ''
BC Cuba Libre
Hasta la victoria sempre
User avatar
Sharky2k
Star Player
Star Player
Posts: 681
Joined: Thu Nov 06, 2003 7:31 am
Location: near Frankfurt /Germany
Contact:

Post by Sharky2k »

I would go for NoS or Strong Arm. Anything else is not necessary on a Thrower.

Reason: ''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=23605][img]http://botzliga.de/community/images/pics/bembelbowl/bembelbowl.jpg[/img][/url]
slup
Star Player
Star Player
Posts: 682
Joined: Tue Feb 11, 2003 3:43 pm
Location: Copenhagen, Denmark
Contact:

Post by slup »

Strong arm is my only option.

Reason: ''
Licensed Rules Lawyer
Brokje
Emerging Star
Emerging Star
Posts: 412
Joined: Mon Jun 07, 2004 10:05 am
Location: Still enjoying the bliss of finishing his PhD...

Post by Brokje »

Yup, Strong Arm is best for a human thrower. Next upgrade Accurate and you have a hell of a thrower.

Reason: ''
'Millions of pieces, pieces for free.
Millions of pieces, pieces for me!'
harald
Veteran
Veteran
Posts: 222
Joined: Wed Dec 10, 2003 2:52 pm
Location: Uppsala, Sweden

Post by harald »

strong arm definately.

on a normal roll: accurate.

second skill should always be block however on a human thrower unless you roll a doubles since it is always nice on defense with a blocking, surehanded, passenabled figure as well as it prolongs his life.

I have used the blocking surehanded thrower running game with great success myself.

Reason: ''
mbuku
Rookie
Rookie
Posts: 10
Joined: Wed Apr 06, 2005 9:04 am
Location: Germany, Frankfurt Area

Post by mbuku »

First of all thanks for your suggestions.

At the moment I think of sure feet, to give the thrower more mobility to reduce the ranges and to avoid interceptions.

But another question why do most of you suggest to give a thrower first strong arm and after that accurate? I think the other way round is more helpful, as it gives nearly the same bonus exept at quick pass, where strong arm is useless?

Reason: ''
BC Cuba Libre
Hasta la victoria sempre
slup
Star Player
Star Player
Posts: 682
Joined: Tue Feb 11, 2003 3:43 pm
Location: Copenhagen, Denmark
Contact:

Post by slup »

You can only get strong arm on a double skill roll because strong arm is a trait.
So if you are wasting your double on something else you might not get it at all.

Reason: ''
Licensed Rules Lawyer
User avatar
Richy
Veteran
Veteran
Posts: 193
Joined: Wed Jul 07, 2004 3:08 pm
Location: London

Post by Richy »

Under the current rules strong arm is a trait - so you can only take it on doubles. That's why everyone is saying take it now - you might not roll doubles again.

Reason: ''
mbuku
Rookie
Rookie
Posts: 10
Joined: Wed Apr 06, 2005 9:04 am
Location: Germany, Frankfurt Area

Post by mbuku »

Ahhh. Sorry. My mistake, I Understand.

Reason: ''
BC Cuba Libre
Hasta la victoria sempre
User avatar
Cloggy
Veteran
Veteran
Posts: 298
Joined: Tue Nov 09, 2004 2:08 pm
Location: Netherlands, Culemborg

Post by Cloggy »

The right choice depends on your style of play. If you go elvish with longer passes strong arm is the obvious choice. If you play more of a running game I'd get him nerves of steel, to be combined with dump-off later. I find it frees just that 1 or 2 more players to actually participate in the offense instead of hanging back to protect the thrower.

Reason: ''
My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
narkotic
Da Collector
Posts: 3760
Joined: Thu Jan 02, 2003 4:27 pm

Post by narkotic »

Strong arm, then Accurate, then Safe Throw

Safe throw is generally underrated. But when your opponent's thrower has it you really feel annoyed. Furthermore it makes your passing game so much more reliable, especially against Elfs and Skaven.

You can develop the second thrower differently like Block, Dump off, NoS, accurate.

Reason: ''
kithor2002
Legend
Legend
Posts: 2381
Joined: Tue Jan 14, 2003 9:57 pm
Location: Zurich, Switzerland

Post by kithor2002 »

I won't give him strong arm.
I prefer the running game with humans so strong arm would be a wasted skill.
What about dodge?
You can turn him into a Blodge ball carrier.
:wink:

Reason: ''
Brokje
Emerging Star
Emerging Star
Posts: 412
Joined: Mon Jun 07, 2004 10:05 am
Location: Still enjoying the bliss of finishing his PhD...

Post by Brokje »

I guess that depends just on your playing style. You could also develop both as throwers aren't that expensive (you need a double on both then of course :wink: ) and use your runner on defense.

Reason: ''
'Millions of pieces, pieces for free.
Millions of pieces, pieces for me!'
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

mbuku wrote:At the moment I think of sure feet, to give the thrower more mobility to reduce the ranges and to avoid interceptions.
Is the right answer! The increased mobility is nearly as good as the range reduction that Strong Arm gives. Plus, and this is vitally important, you can use it every time you move the Thrower. Think about it? How often does a player move? Almost every turn? And how often does a player pass the ball? Once, twice, maybe three times a game? Which seems to be the most useful skill then? The one you can use almost every turn, or the one that you will usually only use twice per game.

For me the most important use of Sure Feet is that, when receiving, a single thrower can cover the whole backfield safely. Otherwise you need two players.

I always pick Sure Feet on my first doubles. Dodge is usually my second (if I ever get one). Dodge is great for getting a thrower (who already has Sure Hands) in and then out of trouble when the ball is lying on the ground.

Strong Arm is, IMHO, a complete and utter waste of a double. Accurate is a solid skill for a normal pick, as you can get 2+ quick passes, but SA is weak.

Good luck! :D
Naz / Joe

Reason: ''
*This post may have been made without the use of a hat.
omnimutant
Experienced
Experienced
Posts: 150
Joined: Wed Jan 05, 2005 11:53 pm

Post by omnimutant »

Nerves of Steel!

Reason: ''
Post Reply