skill choices for my throwers

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ScottyBoneman
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Post by ScottyBoneman »

sven wrote:cheers scottyboneman for your advice :lol: ,now i am totally torn between sure hands and safe throw, but i have never really had a problem picking up the ball so i may go for safe throw, as there is nothing worse than your opponent getting an interception. but come on join in the Longbeard debate.

sven
Ok, I can see the LongBeard getting the Sure Hands because of 2 things:

First, he is slow and not agile for anyone else other then a Dwarf. You are not going to be sitting back too much with this guy and in fact I would guess because of his movement, Runners might actualy been going to get the ball for him before running off to be catchers (esp against Kick). He will be very vulnerable to strip ball hits.

Second, with Block, Tackle when this LB is not hitting he is likely close to those doing so. Having Sure Hands there is also useful.

And definitely the Safe Throw on the D Elf. You can start throwing the ball very far without any fear of pickoffs instead of a RR for something that 95% of the time is 1 or better (and with Acc/Strong Arm might be not even worth the RR that turn.)

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sven
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Post by sven »

no, i have been going to get the ball with the longbeard but if the scatter was big then it may take two turns. i realise this will be criticised by some players but it means my runners and blitzers can get on with their job's straight away. this has enabled me to score with my dwarfs in two turns, but you are 100% right about sure hands, and i am going to go for safe throw for my DE. thanks for all your advice Scottyboneman it's much appreciated and if you have any other tips please let me know. and if you get the chance to develop a dwarf team that can both smash the hell out of people and throw, i would definately go for it it is very rewarding. thanks again,

sven

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when i looked like loosing i may of, but not any more.
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ScottyBoneman
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Post by ScottyBoneman »

No problem. As for tips I would place both these thrower in similar positions - middle/close. Opposite reasons.

For the Dwarves, having a MV 4 player chasing the ball is crazy vs experienced players with kick. I would consider a triangle, where the throwers is toward the middle of your half and you 2 Runners are on either side, but deep enough that they can get back to a deep kick. One chases the ball the other moves to the LoS. Means 3 turn scoring instead of 2.

Same deal for the Dark Elves with a thrower like that. Whether or ot the kick goes deep or not you still are likely going to want to get as deep as possible and wait for a free man. Either you get all the time in the world or the opponent has to give less coverage on your line and receivers to create pressure by running into your zone.

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