Howto skill up a Marauder thrower and catcher?

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

Moderators: Valen, TFF Mods

Post Reply
pauli42
Veteran
Veteran
Posts: 160
Joined: Tue Jun 23, 2009 8:27 am

Howto skill up a Marauder thrower and catcher?

Post by pauli42 »

Hi all,

i rolled 2 nice skill ups - AG+1 and MV+1 on these two Marauders. So how should i skill up no10 to fill the roll as my thrower and no11 as a catcher?

(MV,ST,AG,AV)
#10 -> (5,3,4,8) : MV-1, AG+1
#11 -> (7,3,3,8) : MV+1

Reason: ''
klauser
Veteran
Veteran
Posts: 188
Joined: Sun Jan 23, 2011 9:51 am

Re: Howto skill up a Marauder thrower and catcher?

Post by klauser »

-MV does not make for a great start as a dedicated thrower. If you still want to use him, I'd go Block, KOR, Accurate.

For the +MV Marauder, I would turn him into a regular Blitzer with MB and Tackle/PO.

If you want a more specialized catcher, wait for anoter +AG on a Marauder and follow it up with NoS. Or you could just put Catch on the Dark Elf Renegade.

Reason: ''
Jackolas
Experienced
Experienced
Posts: 89
Joined: Wed May 11, 2011 7:41 pm
Location: Daventry, UK
Contact:

Re: Howto skill up a Marauder thrower and catcher?

Post by Jackolas »

In my chaos pact team a marauder got an ag boost too and I went for accurate, strong arm and then pass. He is know awesome!

Reason: ''
pauli42
Veteran
Veteran
Posts: 160
Joined: Tue Jun 23, 2009 8:27 am

Re: Howto skill up a Marauder thrower and catcher?

Post by pauli42 »

And what about Safe Throw?

atm i think i'll take:

#10 -> (5,3,4,8) : MV-1, AG+1, Accurate, Safe Throw, Strong Arm


#11 -> (7,3,3,8) : MV+1, Extra Arms, Block

Reason: ''
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: Howto skill up a Marauder thrower and catcher?

Post by mattgslater »

#10: I agree with pauli42 that this is a good player to make into a Thrower-type. I'd take KOR before anything. If he doesn't catch the ball, take advantage of his AG4 to have a Marauder pick up and QP to him for a garbage point, but only if you like the lie of the ball. I think the Accurate - Safe Throw path is a TV waste, but might be fun every third game and useful every tenth. I'd probably go for Pass before either, save the RR for the catch, try to keep 'em Quick. After Pass, I'd consider Block, 'cause whenever you screw up he'll get blitzed.

#11: I'd take Block first, and then maybe consider Extra Arms. I'd be more likely to make him a blitzer-type, with Wrestle, then choice of Frenzy, Tackle, Horns, or Two Heads. Like a second Skaven. If you have a rat, this guy will make him better. If you don't have a rat, maybe you should consider one now that you have another MA7 player, so you double your chances to have a fast guy free.

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.
pauli42
Veteran
Veteran
Posts: 160
Joined: Tue Jun 23, 2009 8:27 am

Re: Howto skill up a Marauder thrower and catcher?

Post by pauli42 »

Hi Matt, thank you for your advices..i really like your point of view and ofc your math background!

For your Information: I intend to play my thrower and my catcher only on offence and i don't need another blitzer, because i have designed my dark elf as my main blitzer/ball hunter and i also have my Mino for the blitzing job.

My dark elf has Wrestle, Horns, Dodge and he is such a pain for my opponents! My skaven has Wrestle and he'll get Tackle and Prehensive Tail next. The rat is my backfield safety.

So i need these two Marauders only for my offence turns.

Reason: ''
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: Howto skill up a Marauder thrower and catcher?

Post by mattgslater »

I still think you should avoid dedicated receivers. This guy's 80k TV: no point gaming to bench him on defense. Besides, TDs are how you build skills, so you want the flow of SPP dictating your carrier. With 13 men, he or your Thrower goes in if anybody's out. That said, building him for offensive use is not a bad idea: +MA-Block-Two Heads will always be a useful track.

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.
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Re: Howto skill up a Marauder thrower and catcher?

Post by Smeborg »

pauli42 wrote:Hi Matt, thank you for your advices..i really like your point of view and ofc your math background!

For your Information: I intend to play my thrower and my catcher only on offence and i don't need another blitzer, because i have designed my dark elf as my main blitzer/ball hunter and i also have my Mino for the blitzing job.

My dark elf has Wrestle, Horns, Dodge and he is such a pain for my opponents! My skaven has Wrestle and he'll get Tackle and Prehensive Tail next. The rat is my backfield safety.

So i need these two Marauders only for my offence turns.
pauli - I like the way you are building this team. I agree that the DE and Skaven should be built for defense. There are good options further down the track: Tackle and Leap on the DE, and Horns or 2-Heads or Pass Block on the Skaven.

Do you use the Gobbo? He can be built for defense too (2-Heads, Horns)?

Good luck.

Reason: ''
Smeborg the Fleshless
pauli42
Veteran
Veteran
Posts: 160
Joined: Tue Jun 23, 2009 8:27 am

Re: Howto skill up a Marauder thrower and catcher?

Post by pauli42 »

I have a full 14 man roster incl. the 3 big guys and a goblin with Two-Heads but his place is the bench waiting for a 1-Turn-TD situation or as a decoy to give my elf more room or less attention.

@Matt: What do u think about this build? The Pro-Skill is my poor man catch, dodge, sure hands or sure feed. Sure its only 50% of success but more useable.

#11 -> (7,3,3,8) : MV+1, Block, Pro, Extra Arms or Two-Heads

I still love Kick-Off Return (best choice ever on my dwarf runner) but on this team i have a second AG4 piece the dark elf near the ball therefore i think i should focus on the passing stuff. This thrower will be never on the pitch on defense, with 3 man at the reserve box the order is marauder, goblin and thrower. What about Pro instead of Pass? Could be handy for a pickup or catch reroll situation. This team eats team rerolls so fast, every saved team reroll is pure gold!

#10 -> (5,3,4,8) : MV-1, AG+1, Pass, Accurate, Strong Arm

Reason: ''
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: Howto skill up a Marauder thrower and catcher?

Post by mattgslater »

Yeah, I guess. Just remember that Pro means not knowing if you have a RR or not. Over time, you'll see how that changes the way you game. I like Pro better on a +AG guy.

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.
Post Reply