Human thrower, 4th skill.

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
Powerhausen
Experienced
Experienced
Posts: 85
Joined: Sun Jul 26, 2009 9:16 pm

Human thrower, 4th skill.

Post by Powerhausen »

So my playmaker is at 50 SPP's at the moment so it's likely he'll skill up next game. At the moment, he's got:

MA7 ST3 AG3 AV8 - Pass, Sure Hands, Accurate, Block.

If I get a double, I'm going Dodge. If I get a non-double 10, I'll go +MA. 11 and 12 are no-brainers. But what should I take on anything else? I'm thinking either Nerves of Steel or Dump-Off, with maybe Fend as a weird dark horse pick. Nerves of Steel is always handy when you need it the most. Dump-Off haven't impressed me on my Dark Elf team, as I feel it requires a lot of investment to get anything worthwhile out of.

Actually, writing this has more or less settled me on Nerves of Steel, but I'd still like to hear your thoughts on it.

Reason: ''
User avatar
Greyhound
Star Player
Star Player
Posts: 653
Joined: Wed Apr 21, 2010 8:16 am

Re: Human thrower, 4th skill.

Post by Greyhound »

Have you considered Safe Throw? it really increase the reliability of the throw and saves your butt one in 36 throw.

Reason: ''
Image
User avatar
Khail
Emerging Star
Emerging Star
Posts: 462
Joined: Mon Sep 09, 2002 12:24 am
Location: Bellingham, WA
Contact:

Re: Human thrower, 4th skill.

Post by Khail »

Kick Off Return without hesitation.

Reason: ''
Commissioner of the Cascadia Blood Blowl League
Bellingham, WA USA
Image
nazgob
Legend
Legend
Posts: 2737
Joined: Tue Nov 10, 2009 8:31 am
Location: Somerset

Re: Human thrower, 4th skill.

Post by nazgob »

Well, it largely comes downto how you use the piece.

With Ma7, i'd probably use him as a ball safety/loose ball fetcher. As a result, i'd me a bit tempted to take Nerves of Steel. Helps him to dump the ball after you've grabbed it. Thing is i'm not a 100% sure it would be the best thing to do if you don't use him in that way.

With a player that well developed, I assume that you've got another thrower? As a result, i would probably do my best to use my second thrower on the offence to fetch the loose ball, as he will defintely get hit more often, and i'd want to preserve the SPP you've got invested in that guy.

For offence, kick off return should be pretty pointless with the boosted move. Also, as mattgslater pointed out on 3 die block, accurate effectively gives him +2 Ma when he needs to get rid of the ball. Nerves of steel and fend both do a similar thing on offence, making the ball carrier function in tacklezones, on by allowing him to ignore them, and the second to avoid them. Plus, fend keeps him alive longer, and allows him to make use of his Ma7.

Of course, tackle could be good if you want him as a saferty, but i would think that that would be a substandard pick, given that a blitzer would be as good .

Reason: ''
Powerhausen
Experienced
Experienced
Posts: 85
Joined: Sun Jul 26, 2009 9:16 pm

Re: Human thrower, 4th skill.

Post by Powerhausen »

He's actually my only thrower. The teams is as such: http://bloodbowl.krokodille.com/team.php?id=189

They're a bit in the dumps at the moment. I had two really good AG4 blitzers but one died and I had to retire the other. Also, I initially did fairly well with a passing game, but with a heavy rotation of catchers I've been struggeling to develop good recievers so I've moved more over to a loose running game.

I try to be a bit adoptable, but the gameplan for me has more often than not been to create a pocket to move the thrower into, then quickly get a breakthrough with one of the AG4 blitzers, pass to him and score. All the while I place catchers in scoring positions, but they usually end up drawing so much attention they're unrealistic alternatives, which is fine by me as long as they tie up some opposition. Of course, with both the AG4 out of the picture, I've been having a hard time scoring enough.

Anyway, I'm a fairly average player all in all. The league was pretty established once I started out, so it's been hard times trying to cage, and the half-year series is typically dominated by very physical teams, so it's been a punishing couple of months... Hence the sorry state of affairs.

Reason: ''
Smurf
mattgslater's court jester
Posts: 1487
Joined: Wed Nov 25, 2009 6:39 pm
Location: Bristol

Re: Human thrower, 4th skill.

Post by Smurf »

Puzzled. You gave him block... a Move 7 player.

Block is border line IMO for MA6 throwers, sure take it for slower throwers.

Accurate, Safe Throw, double stong arm.

Sure feet, give the guy more movement.

Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Re: Human thrower, 4th skill.

Post by mattgslater »

Fend. Dodge or Strong Arm on doubles. If he gets Strong Arm, then get Safe Throw at 76.

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.
Carnis
Super Star
Super Star
Posts: 1124
Joined: Thu Apr 09, 2009 8:50 pm

Re: Human thrower, 4th skill.

Post by Carnis »

Smurf wrote:Puzzled. You gave him block... a Move 7 player.
:D - what is puzzling about it?

Block, Dodge & Sure hands are the best skills in the game for a runny/passy ballcarrier, such as a human thrower.

Also block works while defending & keeps the player alive, too..

I don't get why this even needs explaining..

For my money I'd give him safe throw on a non-double, then you can at least try nearly "risk free":
longpasses (1 fumble, 2 keep ball, 3 inaccurate, 4-6 accurate)
& longbombs (1 fumble, 2-3 keep the ball, 4 inaccurate, 5-6 accurate)

Just only reroll inaccurates & fumbles, if you can keep the thrower safe without RRing the rest..

Reason: ''
Smurf
mattgslater's court jester
Posts: 1487
Joined: Wed Nov 25, 2009 6:39 pm
Location: Bristol

Re: Human thrower, 4th skill.

Post by Smurf »

Giving a thrower (move less than 6) block denies them a more useful skill. And makes getting those skills more difficult.

Accurate, Safe Throw, Surefeet, Sprint Would be more ideal IMO as the Thrower can move about. He is not supposed to be in the thick of it and should be able to move around it and get into position.

But that's my idea... block, go and knock yourself out.

Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Coach
Experienced
Experienced
Posts: 113
Joined: Tue Feb 02, 2010 7:01 pm
Contact:

Re: Human thrower, 4th skill.

Post by Coach »

Sounds like you concentrate more on passing with your Throwers than using them as a ball carrier in a cage.

Not sure I would bother spending doubles on sprint, Sure Feet can be nice, but I would much prefer Dodge.

Block is usually the first skill I give my first Human Thrower to advance. Given the amount of times that he will block or get blocked compared to actually passing it further than a quick pass (Accurate is the second skill) I can't see what skills are more useful to take than Block in the first couple of advances.

Safe Throw etc are nice to have but as later picks imo. Avoiding passes that give interception attempts when you have some high movement players with Catch for a Pass / Hand Off play isn't hard. Especially if you are running the ball in a cage and can just run it in with the Thrower anyway, or just Hand Off to a Blitzer or Catcher to score when near the end zone.

Reason: ''
Image
Smurf
mattgslater's court jester
Posts: 1487
Joined: Wed Nov 25, 2009 6:39 pm
Location: Bristol

Re: Human thrower, 4th skill.

Post by Smurf »

Sprint... Good Spot

I was basing it on no doubles.

4th skill would be: Nerves of Steel to exploit tackle zones.

I'm looking forward to developing my Thrower.

Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Warpstone
Super Star
Super Star
Posts: 1019
Joined: Thu Jul 06, 2006 9:48 pm
Location: Vancouver, Canada
Contact:

Re: Human thrower, 4th skill.

Post by Warpstone »

Fend or Kick-Off Return. Sooner or later he will get sacked and that can usually cost you the game. Skills that buy you time to setup a cage or pocket for your thrower will make him less prone to catastrophe in your backfield.

Dodge is the no-brainer doubles pick (even better than MA+).

Reason: ''
Spike! Magazine Major Tournament - September @ Vancouver, BC, Canada

Thunderbowl Sports Network - Head Coach of the Leaps of Faith.
Coach
Experienced
Experienced
Posts: 113
Joined: Tue Feb 02, 2010 7:01 pm
Contact:

Re: Human thrower, 4th skill.

Post by Coach »

Sure Feet would be a double as well while we are at it.

Reason: ''
Image
Smurf
mattgslater's court jester
Posts: 1487
Joined: Wed Nov 25, 2009 6:39 pm
Location: Bristol

Re: Human thrower, 4th skill.

Post by Smurf »

Coach wrote:Sure Feet would be a double as well while we are at it.
Damn my thrower had been lucky. Seriously my human team has been blessed with doubles galore.

Accurate, Safe throw, Kick off Return, Fend

Doubles I would go for Strong arm/sure feet.

Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Post Reply