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I'll second that. Accurate and Safe Throw, in that order. Strong Arm if you get doubles. Once you've got those skills you've added the long pass to your game as a strong option.
Reason:''
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Lets not forget surehands at some stage, maybe third,
He may be AG 4 but he can still fail a pick up(and then the subsequent re-roll)
Reason:''
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Novice Heretic
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"I hope this makes sense,most things make sense in my head, but not to other people"
I tend to go for sure hands first, but I think that is because I have a fear of using what will probably my only re-roll in the first turn on the first action when I go to pick up the ball with my thrower.
I've rolled too many ones on "simple" pickups that I get nightmares from thinking about not having sure hands for a re-roll. For me, having 4 AG is like a human thrower with accurate already (humans is my usual team, though I have played wood elves a bit), so I don't mind waiting a little for accurate.
Also, I have problems thinking about my elf thrower having a harder time picking up the ball than a human thrower (1 in 6 instead of 1 in 9 chance of failure).
Reason:''
Memo to myself:
- Do the dumb things I gotta do
- Touch the puppet head
gold_penguin wrote:I tend to go for sure hands first, but I think that is because I have a fear of using what will probably my only re-roll in the first turn on the first action when I go to pick up the ball with my thrower.
I understand why you would take Sure Hands (my high elf thrower took Sure Hands as his second skill, after Accurate), but how come you've only got one re-roll? The explanation you've given explains why elven teams need more re-rolls... for all those failed 1 in 6 catches, dodges, and pick-ups.
martynq wrote:I understand why you would take Sure Hands (my high elf thrower took Sure Hands as his second skill, after Accurate), but how come you've only got one re-roll?
probably my fatal flaw as a coach is that I always end up short of re-rolls, and too long on position players. I just can't resist all those wardancers and witch elves!
Reason:''
Memo to myself:
- Do the dumb things I gotta do
- Touch the puppet head
Unless of Doubles:
Accurate, Safe Throw, SureHands.
Doubles:
Strong Arm, NOS
Even I use to take SureHands as a first skill for a while cos I didnt like failing the pick up, but that was when your 2nd skill was only 5SPP away at 11SPP, now the Skills are more spread out.
Accurate alone allows the Thrower to throw a Long Pass on a 3+ and fumble only on a 1. Which is more important than trying to save a Re-Roll on T1.
The other bit of Logic is, if you fail the T1 pick up, but have Accurate, you almost make up for the turn of lost movement by having +1 to the Pass,