I can totally see not taking Leader on a Thrower on, say, an Elf team, where I didn't have Sure Hands to start. With a Human team, I still understand; personally, I find I play better when I don't have a re-roll for a safety net. If I didn't go for a Leader, I'd go for an offensive Thrower and a defensive Thrower.fen wrote:I personally think Leader is now a no-brainer for any team that has players with Passing Access (Except for Dwarfs, as their team and rerolls are ridiculously cheap). It's because getting a reroll for 20K instead of 50, 60 or 70K is really important when you're trying to pinch K value and delay the higher Spiraling Expenses brackets for as long as possible. That 30K+ you save is a Doubles skill/Stat increase or even multiple skills.
I'll even go as far as to say that Leader on a Doubles is great for the teams with 70K Rerolls - for the same reason.
Offensive Thrower: Accurate or Kick-Off Return, then the other one. Doubles (after the first roll): Strong Arm.
Defensive Thrower: Accurate or Nerves of Steel, then the other one or Block. Doubles (including on the first roll): Dodge, then Nerves of Steel or Block.
If my first Thrower gets +MA, be becomes my offensive Thrower. On an AG or ST increase, he becomes my defensive Thrower. On a normal roll, he gets Accurate and I don't have to decide. If the other one goes up or if he goes up again, I look at the roll and decide what I have. +AG means Nerves of Steel next, disregarding doubles (even boxcars!), but does stop for +MA on a 10. +ST means Block next. +MA usually gets followed by Accurate, or maybe Block if I already have an offensive Thrower, especially if I'm having trouble with one or more Blitzers (MA7 plus Block and Sure Hands is an extremely solid runner, and can add yet another dimension to the already very versatile Human offense).