Slow HE thrower - new skill?

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Falkom
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Slow HE thrower - new skill?

Post by Falkom »

I'm running a HE team in a never ending leauge (teams are rolled to next season). The leauge is on bashy side. Next game is semi-final against either WE or Orc team .

This is the team - I've been incredibly unlucky with my casualties - for 3 seasons (28 games) I have about 16 killed/maimed players:

Blitzer Block, Dodge, Side step, Guard
Blitzer Block, Tackle, Strip ball, Dodge
Thrower Pass, Safe throw, Accurate, Sure hands, -MA, New Skill
Lineman Block, Dodge, Side step
Lineman Guard, Block, -MA
Lineman Wrestle, Dauntless, Dodge
Lineman Dodge, Block, -MA
Lineman Block, Dodge
Catcher Catch, Block, +AG, Leap, -AV, Dodge
Catcher Catch, Dodge
Catcher Catch, Dodge, +AG (Miss next game)
RR: 4

So the first question is what to take for Thrower (normal roll) - should it be NoS, Dump off, Dodge or some other skill?

Any advice will be apriciated... even better if there is explanation on reason why that skill... tnx

Also i have some 380k in treasury so what do you sugest that I need to buy? Thrower, linema, catcher or maybe all 3 of them?

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Mr_lemon
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Post by Mr_lemon »

I assume you've got a apotechary already, even though you haven't written that here. About what to buy, I think it depends on your rules for the league and the opponent you're about to play in the semi. Do you still get inducements in the play off? How is your TV compared to theirs? Can you get some good handicap inducements if you refuse to spend your money? Against the Orc team, you'll probably need one or two extra players (A thrower and a catcher) but against the WE you will probably not be beaten up as much.

As for the skill selection I think dump-off will give you more than both Dodge and Nerves of Steel. How often does the player end up throwing the ball, standing next to an opponent when you play? I guess not that often? Or do you have problems with opposing player crowding your thrower? In that case it might be worth it. Dump-off might help your thrower avoid being blitzed down, as the only reason to punch him is the fact that he is the ball carrier, and as that will change the same second the opponent declares his blitz action they might reconsider and save their blitz for something else.

But then again, I'm no expert at High Elves. Played them 20-30 games back in the 90s and much has happened to the rules since then. :)

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Jural
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Post by Jural »

You probably want the ball in this player's hands, and there are two ways of accomplishing this:

1) Have him field the majority of the kick-offs.

2) have other players field the kick-offs and give him the ball.

I don't know how you play your team, but if you find yourself doing 1) more than 2), then pick up Kick Off Return.

If you generally have someone hand him the ball, don't worry about picking up catch, but you should consider either Nerves of Steel or Dodge to make him a more effective passer... or Dump Off if you play a bit more wide open.

I would probably rank the skills like this with my playstyle (and I am mainly a Dark Elf coach with regards to elves.)

1) Kick-Off Return
2) Dump-Off
3) Nerves of Steel
4) Dodge

I would probably stick with those even on doubles...

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stashman
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Post by stashman »

Kick-Off Return or Sure Feet

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DoubleSkulls
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Post by DoubleSkulls »

Leader probably isn't necessary since you've got 4 RR already.

So Kick Off Return is the best choice IMO.
Sure Feet is also good to compensate.

On doubles take Strong Arm to give you the 3+ long bomb :)

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mattgslater
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Post by mattgslater »

Kick-off Return! Yay! I get to advise an elf to take the skill that says "compensate for your lack of elvishness!"

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by AK_Dave »

Yes, absolutely KOR would be my top choice for him. That boosts his normal MA5 when fielding kick offs, allowing him to manage the entire backfield unassisted. My DEs love kicking to teams that need 2, 3, or even 4 players to manage the backfield when receiving a kickoff.

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Falkom
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Post by Falkom »

Tnx for advices... I didn’t consider KoR but I can see it usefulness. I usually play classic offense (2 turn TD) with hand off-pass combo. However what do u think about hiring new players? I am now on 11 players (1 of them will miss next game) so should I purchase catcher, lino and thrower or just 2 of them (which 2?)...

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Post by Aliboon »

Kick-off return, especially if you do 2-turn TDs, will generally be more useful than sure feet as those 3MAs are for free and won't involve rolling dice..

Otherwise I'd defo get another catcher and possibly another thrower (if you can afford him) to develop into your defensive thrower (dodge, sure hands, NOS, block etc-he's there to go in and grab the ball once you've won it on defense).

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Post by AK_Dave »

Assuming you already have an Apo, I'd suggest buying 2xLino and 1xCatcher if you have the money. You suggest you have enough for Lino/Thrower/Catcher, so I'd just make that Lino/Lino/Catcher instead.

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DoubleSkulls
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Post by DoubleSkulls »

I'd fill up on catchers next. They absolutely rock once skilled up (8347 is a great stat line) so once equipped with blodge they give you enormously useful, and versatile, players.

Linemen aren't really as useful, and with journeymen available should you fall below 11 starters, there isn't as much point filling your roster with them. IMO 2 blitzers, 4 catchers, 1-2 throwers means you are only looking at ~6 lineman in a "full" roster anyway.

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mattgslater
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Post by mattgslater »

Second Ian on Catchers!

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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