Slann - The Passing Game
- Rabid_Bogscum
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Slann - The Passing Game
Hi,
So it occurred to me, Id like a passer type in the team. Partly because I plan on getting the Roll Jordan Team, and wanted to use the thrower model.
So my decision is what is the best skill to give my 'passer'
I have 4 Blitzers (one +ST, one Block)
Krox
6 Linos (1 Wrestle)
2 Catchers (both Dodge, now a Double on one).
2 rerolls
Apoth
My first thought was just to give a lino HMP on a double, but now Im changing my thinking.
Ive been seriously thinking about developing a catcher as a potential passer, with few skill rerolls I wanted to be picking the ball up on a 2+.
But What to give him?
Pass (obvious for a team lacking in skill rerolls, and expensive rerolls)
Safe Throw (can throw it like its a Hail Mary Pass, but with better chance of accurate throws, and Fumble protection)
Accurate (reduce the chance of Fumble and extend the safe range).
Or Crazy Old HMP (Im not too keen on this anymore.. I think with 7 movement, HMP isnt likely to be required).
What do you guys think? Im only 4 games in with this team and still learning the tricks.
So it occurred to me, Id like a passer type in the team. Partly because I plan on getting the Roll Jordan Team, and wanted to use the thrower model.
So my decision is what is the best skill to give my 'passer'
I have 4 Blitzers (one +ST, one Block)
Krox
6 Linos (1 Wrestle)
2 Catchers (both Dodge, now a Double on one).
2 rerolls
Apoth
My first thought was just to give a lino HMP on a double, but now Im changing my thinking.
Ive been seriously thinking about developing a catcher as a potential passer, with few skill rerolls I wanted to be picking the ball up on a 2+.
But What to give him?
Pass (obvious for a team lacking in skill rerolls, and expensive rerolls)
Safe Throw (can throw it like its a Hail Mary Pass, but with better chance of accurate throws, and Fumble protection)
Accurate (reduce the chance of Fumble and extend the safe range).
Or Crazy Old HMP (Im not too keen on this anymore.. I think with 7 movement, HMP isnt likely to be required).
What do you guys think? Im only 4 games in with this team and still learning the tricks.
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If you're going with a Catcher as your thrower, then Pass would be my first choice. But I'd say the optimum (offensive-only) thrower build would be a Lineman with Accurate, especially if he was lucky enough to get +AG (as I saw on another thread earlier). You can use a Catchers with NoS as an occasional thrower, but given the normal playstyle for this team, a lone lineman in the backfield waiting for a free catcher behind enemy lines would be the ideal setup. You want ten players mixing it up in the midfield, since you can get out of the melee easier than your opposition.
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- DoubleSkulls
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I'd go with a catcher too - you've got four of them so and the +AG and +MA make them a lot better than a linefrog.
First skill, especially with only 2 rerolls has got to be pass for me. DC does protect a bit from inaccurate passes, but I think in most circumstaces you'll prefer rerolling an inaccurate pass than either burning a reroll or taking your chances on the scatter. Also pass means you can throw to someone other than your catchers.
Finally pass is better because you don't have catch rerolls. A reroll somewhere in the chain makes it more likely you'll save your RR for the catch or subsequent actions.
First skill, especially with only 2 rerolls has got to be pass for me. DC does protect a bit from inaccurate passes, but I think in most circumstaces you'll prefer rerolling an inaccurate pass than either burning a reroll or taking your chances on the scatter. Also pass means you can throw to someone other than your catchers.
Finally pass is better because you don't have catch rerolls. A reroll somewhere in the chain makes it more likely you'll save your RR for the catch or subsequent actions.
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Ian 'Double Skulls' Williams
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I've had some success with my Slann.
I guess you can play them in different ways than what I do but in general I'd suggest:
*Use four catchers. Theese players make or break the team. AG 4 is always important but even more so in Slann since you leap on 2+. Use three as recievers and one as thrower. On defense put them up front to scoop up loose balls.
*Give your catcher guard on a double. Being able to leap in on a 2+ and give support for any other player to blitz the ballcarrier is really sweet.
*Give one of your catchers Sure Hands. You use that more often than passing skills and it helps you scooping up those loose balls in hard to reach places. With Leap and dodge you have great chance to pick up the ball and throw it to safety even wthout passing skills.
*Don't use more blitzers than you have to. They are expensive and don't do much for the team that linemen can't do. (I only use mine to provide Guard support and mark opponents on defense)
To answer your question give the catcher Guard and then give one of the others sure hands. Sure Hands makes him a better ball carrier and makes him able to retrieve loose balls in hard to reach places. All this helps you win games.
I guess you can play them in different ways than what I do but in general I'd suggest:
*Use four catchers. Theese players make or break the team. AG 4 is always important but even more so in Slann since you leap on 2+. Use three as recievers and one as thrower. On defense put them up front to scoop up loose balls.
*Give your catcher guard on a double. Being able to leap in on a 2+ and give support for any other player to blitz the ballcarrier is really sweet.
*Give one of your catchers Sure Hands. You use that more often than passing skills and it helps you scooping up those loose balls in hard to reach places. With Leap and dodge you have great chance to pick up the ball and throw it to safety even wthout passing skills.
*Don't use more blitzers than you have to. They are expensive and don't do much for the team that linemen can't do. (I only use mine to provide Guard support and mark opponents on defense)
To answer your question give the catcher Guard and then give one of the others sure hands. Sure Hands makes him a better ball carrier and makes him able to retrieve loose balls in hard to reach places. All this helps you win games.
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Ikterus


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I'd get a HMPer, your 4 catchers with DC will cover a lot of the pitch so you will be able to catch it. It is just the one double too, whereas although your catchers are AG4, they will still need doubles to get pass skills.
Having said that, I got lucky, had a lino get an AG increase, then a double, so I'm a 2+ pick up then a 2+ throw anywhere on the pitch. I was tempted by accurate, but thought with all that DC, I might as well make use of it. Accurate passes can still be intercepted and I didn't think i'd be lucky enough to get another double...
Having said that, I got lucky, had a lino get an AG increase, then a double, so I'm a 2+ pick up then a 2+ throw anywhere on the pitch. I was tempted by accurate, but thought with all that DC, I might as well make use of it. Accurate passes can still be intercepted and I didn't think i'd be lucky enough to get another double...
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- mattgslater
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Pass and accurate are decent doubles skills if you dont fancy guard on your catchers. Most catchers should pick up sure hands at some point in their development anyway 

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