Developed Creeper Team - Thrower skill

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plasmoid
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Developed Creeper Team - Thrower skill

Post by plasmoid »

Hi all,
I'm coaching this rather succesful Creepers team:
http://www.midgardbb.com/MBBL/viewRepor ... ortId=3034

My thrower #3 just skilled up, and as skaven #1, 2, 3 and 4 are the teams stars, I want to get his skill right.
But it's just so hard - and I need to have made a choice by tomorrow - so please help.

Let me start by saying that I won't take block.
I don't subscribe to "everybody must have block". Period.
The skills I'm considering are:

*Safe Throw - but he is AG3, so it's a 4+. And I only throw long when I'm up the creek.
*Leader - I'm not short rerolls or cash. But leader would save me 5 TV, and I need to keep my TV slim.
*Big Hand. Straightforward. But he usually has an OK pick-up chance without it.
*Kick. Far out perhaps. But kick is good. And I don't think anyone else will be getting it for the next 10 games.
*Disturbing Presence. Good finesse teams are very hard to stop. Would be nice to have.

What would you choose?
And do you have a better idea?

Cheers
Martin

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SillySod
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Post by SillySod »

Kick... or block, you shouldnt give it to everyone automatically but sometimes its the best skill :)

Kick sounds pretty handy for the underworld style of play.

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Post by Rituro »

I'm a little surprised that a developed team doesn't have Kick already. If it weren't for the fact that this is a Thrower, I'd say take Kick.

Big Hand combined with Sure Hands would be ideal to ensure your Thrower can get the ball. I would lean towards that first, maybe considering Safe Throw as an alternative.

If you rolled doubles, Dodge on a Thrower would be good to get him out of sticky situations for a clear pass. In that vein, Nerves of Steel might also be worth consideration on a double.

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fen
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Post by fen »

Well with regards to your suggestions.

1. Safe Throw - Not amazing, you can normally set it up that there won't be an interception anyway.
2. Leader - there's no need to trim TV when you're playing Underworld. You already have an exceptionally cheap team.
3. Big Hand - Better on a Goblin
4. Kick - Bleah, it's not terrible but it is a bit of a waste of a roll. It would be better served on one of the two linemen.
5. Disturbing Presence. It does the job. But you'll need to commit more to it.

Personally though I'd pick one of (including doubles):

Nerves of Steel (Great for passing, handing off and recieving - it's top when combined with Extra Arms)
Block (He's such a valuable player it's a shame he's easy to pan. There's no reason why he should be punished because you're stubborn.)
Foul Appearance (If you "really" don't want block, this is better on the defense.)
Dodge - it's just good on throwers.

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whitetiger
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Post by whitetiger »

I'd put block or NOS on him. I think the reasons are obvious. Put kick on the next other player that skills, probably one of the goblins.

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plasmoid
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Post by plasmoid »

Hi guys,
he didn't roll a doubles. So all those are off the table :cry:
I would have loved dodge or strong arm.

NOS - my other thrower has it, and hasn't really been a big hit for me.
Block - I may be stubborn, but he hasn't had it for 20 games and it has worked out fine for him.
5. Disturbing Presence. It does the job. But you'll need to commit more to it.
Agreed. And I've got 2 gobbos perched on 5 SPPs, so that's doable :)
4. Kick - Bleah, it's not terrible but it is a bit of a waste of a roll. It would be better served on one of the two linemen.
Agreed. But, due to my playing style, my linemen are skilling very slow, and both have their next skill set in stone. The dodge guy needs block. Blodge is king. And the wrestle guy is getting tackle. My team only has 1 tackle player, and I reeeeally need more. Heck, I need it so much I might take it on this thrower. Nah. But still.
So my linemen would get kick at 31 SPPs, i.e. never, and (@whitetiger) gobbos don't have access to kick. So it kind of is now or never.

Thanks for all your help :)
Cheers
Martin

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whitetiger
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Post by whitetiger »

I was thinking hold out until a gobbo rolls doubles. Should have been clearer.

You could always give him pass block. But, Leader is good for him as well. You do a lot of ball handling, that means lots of die rolls. Lots of die rolls means lots of failure at some point. An extra reroll can't hurt.

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