Sorry, but that whole post didn't make any sense at all. By giving the thrower catch, you're not making your play easier to read at all. You give him the ball on the first turn just like you would anyway, and on turn two he'll still be throwing to someone who doesn't have catch.
As for helping your defense rather than your offense, giving catch rather than accurate to your thrower does just that. Give him accurate and you won't be helping your defense the slightest bit. Give him catch and it may save you a team reroll which you'll be able to use later on when on defense.
Sure Hands for elven throwers???
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Actually it made perfect sense to me. I tend to have the same philosophy as Wesley. Ag 4 is all the offense you need. Defense and turning the ball over is what wins games, and elven skills should focus more on those aspects.
Assuming you build a team like Wesley, and myself, you already have personal rerolls for nearly every other 2+ action in the game. If the ball changes hands twice per turn (you do a handoff, and pass, every turn) then you should fail 1 action out of 3 turns. Considering you are not likely to do that, the two rerolls you start with should be enough, and by that stage your team should have 3 or 4 RR's anyway, and a possible leader.
This is, of course, discounting the elven curse. But if you are going to throw double 1's anyway, it won't matter if you are going to use catch or a RR.
Asperon Thorn.
[edit]Grammar, etc[/edit]
Assuming you build a team like Wesley, and myself, you already have personal rerolls for nearly every other 2+ action in the game. If the ball changes hands twice per turn (you do a handoff, and pass, every turn) then you should fail 1 action out of 3 turns. Considering you are not likely to do that, the two rerolls you start with should be enough, and by that stage your team should have 3 or 4 RR's anyway, and a possible leader.
This is, of course, discounting the elven curse. But if you are going to throw double 1's anyway, it won't matter if you are going to use catch or a RR.
Asperon Thorn.
[edit]Grammar, etc[/edit]
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In fact, there IS a difference: It's exactly one RR missing for the rest of the half.Asperon Thorn wrote:But if you are going to throw double 1's, anyway, it won't matter if you are going to use catch or a RR.

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Developing the Throwers comes down to when/if they roll Dbl's.
If you get a Dbl first, you want Strong Arm, Accurate, Safe Throw in that order.
If you dont get a Dbl first you take Accurate as the first skill reguardless, and if the Dbl comes next, your doing the same thing.
If there isnt a dbl on the first 2 skills, then it can change, You'll have Accurate, and if its your first Thrower, you'll need Safe Throw more than SureHands so you actually have a passing game.
The 2nd Thrower is better off with Accurate, SureHands and feeding the Safe Thrower with the Ball each turn ready for the Bigger Pass next turn.
---Korhil
If you get a Dbl first, you want Strong Arm, Accurate, Safe Throw in that order.
If you dont get a Dbl first you take Accurate as the first skill reguardless, and if the Dbl comes next, your doing the same thing.
If there isnt a dbl on the first 2 skills, then it can change, You'll have Accurate, and if its your first Thrower, you'll need Safe Throw more than SureHands so you actually have a passing game.
The 2nd Thrower is better off with Accurate, SureHands and feeding the Safe Thrower with the Ball each turn ready for the Bigger Pass next turn.
---Korhil
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