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Human Thrower

Posted: Tue May 06, 2003 3:02 am
by duff
A rookie human Thrower, a normal skill and a double 5. What to do, what to do...
I am thinking block and the move gives me a blitzer with good ball skills
or catch and pro to help get the short kicks back to safety.
Note - we are using 3rd ed to trits arn't an issure with doubles.

:smoking:

Posted: Tue May 06, 2003 3:37 am
by ZanzerTem
As displayed in the 1st thread in this section:
Grumbledook wrote:Right then as we seem to get a lot of questions about starting skills for players (more comman an occurance than asking for what 5th skill a player should have for example) I thought it would be handy to have a small reference here like the rules faq. So i was thinking for each team have links to team related threads and then for each player type put what skills they might take on a normal and double roll. Nothing to indepth but a little handy starting guide>

General Purpose Skills that will be wanted by the given player sometime during their life (Listed in the order likely to attain them):

Amazon:
LineWoman
Normal: Block, Tackle
Double: Guard
One LineWoman will want Kick
Catcher
Normal: Block, SideStep
Double: NOS, Jump-Up
An Amazon Catchers will usually be further developed with Shadowing, Pass Block, Diving Tackle, Diving Catch
Thrower
Normal: Sure Hands, Accurate, Safe Throw
Double: Strong Arm, NOS
Blitzer
Normal: Guard, Tackle, Mighty Blow
Double: Dauntless, Diving Tackle

Chaos:
Beastmen
Normal: Block, Tackle, Guard
Double: Foul Appearance
A Beastman will usually want to take Sure Hands early on in the teams creation, Likewise with BigHand is a Dbl is rolled very early in advancement. May want one with Kick Skill
Chaos Warrior
Normal: Block, Tackle, Guard
Double: Claw, RSC
A Chaos Warrior may find a use for Tentacles, tho Claw tends to be the best performing skill available on a Dbl

Chaos Alternative
Beastman:
Normal: Block, Guard, Tackle
Doubles: Big Hand, Claw, Leader, Frenzy, Dauntless (the last two combine very well with horns) - Each double should be a different skill
Chaos Warriors:
Normal: Piling On, Block, Guard, Mighty Blow (no need for tackle, you're not hunting down catchers)
Doubles: Stand Firm, Claw, Razor Sharp Claw, Tentacles

Chaos Dwarf:
Blocker
Normal: Guard, Mighty Blow
Double: Stand Firm
HobGoblin
Normal: Block, Tackle
Double: Guard, Dodge
A Hobgoblin or 2 will want Sure Hands for Ball Handling early on. One will want Kick. Other skills will come from a mix of Strip Ball, Pass Block, Pro
Bull Centaur
Normal: Block, Break Tackle, Tackle
Double: Stand Firm, Dodge

Dark Elf:
LineElf
Normal: Block, Dodge, Tackle, SideStep
Double: Guard
One LineElf will want Kick. Not strictly Block before Dodge
Thrower
Normal: Accurate, Safe Throw, Sure Hands
Double: Strong Arm, NOS
Blitzer
Normal: Dodge, Tackle, SideStep
Double: NOS, Jump-Up
Other Skills that you will need a mix of are Catch, Leap, Strip Ball, Shadowing
Witch Elf
Normal: Block, Side Step, Tackle
Double: Mighty Blow, NOS
Other Skills may include Shadowing, Leap, Diving Tackle

Dwarf:
LongBeard
Normal: Guard, Mighty Blow
Double: Stand Firm
Blitzer
Normal: Guard, Mighty Blow, Tackle
Double: Dodge, Stand Firm
Runner
Normal: Block, Strip Ball, Tackle
Double: Dodge, Guard
You may wish to develop a Thrower, this is unrequired with Dwarfs normally
Troll Slayer
Normal: Mighty Blow, Pro, Tackle
Double: Stand Firm

Goblins:
Goblin
Normal: Catch, Sidestep
Doubles: Block, Guard, Hail Mary
Troll
Normal: Block, Pro, Break Tackle
Double: Pass, NOS, Leader

High Elf:
LineElf
Normal: Block, Dodge, Tackle, SideStep
Double: Guard
One LineElf will want Kick. Not strictly Block before Dodge
Phoenix Warrior
Normal: Accurate, Safe Throw, Sure Hands
Double: Strong Arm, NOS
Dragon Warrior
Normal: Dodge, Tackle, SideStep
Double: Jump-Up, Dauntless
Lion Warrior
Normal: Dodge, Block, SideStep
Double: NOS, Jump-Up
Lion Warriors should look to develop with Shadowing & Pass Block. Leap is good too

Human:
LineMan
Normal: Block, Tackle
Double: Guard
Catcher
Normal: Block, SideStep
Double: NOS, Jump-Up
Catchers should look to Shadowing & Pass Block as well. Diving Catch has uses sometimes
Thrower
Normal: Accurate, Safe Throw, Dump-Off
Double: Strong Arm, NOS
Blitzer
Normal: Guard, Tackle, Mighty Blow
Double: Dodge

Lizardmen
Saurus
Normal: Block, Break Tackle, Guard
Double: Frenzy, Stand Firm.
Skink
Normal: Catch, sidestep.
Double: Block, Strip Ball, Sure Hands
Krox
Normal: Block, Pro, Break Tackle
Double: Leader, Stand Firm.

Norse:
LineMan
Normal: Tackle, Pro
Double: Guard
Catcher
Normal: Dodge, SideStep
Double: NOS, Jump-Up
Catchers, Shadowing & Pass Block as more options, possibly Diving Catch
Thrower
Normal: Sure Hands, Accurate, Safe Throw
Double: Strong Arm, NOS
Blitzer
Normal: Guard, Tackle, Piling-On
Double: Dodge, Stand Firm or Side Step

Orc:
LineMan
Normal: Block, Tackle
Double: Guard
Thrower
Normal: Accurate, Block, Dump-Off
Double: Strong Arm, NOS
Blitzer
Normal: Guard, Tackle, Mighty Blow
Double: Dodge
If you want try skills like Shadowing & Pass Block in your Orcs, use them on Blitzers
Black Orc
Normal: Block, Guard, Tackle
Double: Stand Firm

Skaven:
LineRat
Normal: Block, Tackle
Double: Guard, Foul Appearance
Gutter Runner
Normal: Block, SideStep, Stripball
Double: VLL, NOS or Dauntless then Horns
Look to getting 1 Turn Scorers, they are the purpose of playing Skaven. Shadowing and Pass Block Gutter Runners are useful too
Thrower
Normal: Accurate, Safe Throw, Dump-Off
Double: Big Hand, NOS
Blitzer
Normal: Guard, Tackle, Shadowing
Double: Claw, Dodge

Undead:
Zombie/Skeleton
Normal: Block, Tackle
Double: Guard
Ghoul
Normal: Block, SideStep
Double: NOS, Jump-Up
Atleast one Ghoul will want SureHands as his first skill
Wight
Normal: Tackle, Strip Ball, Pro
Double: Guard, Dodge
Mummy
Normal: Block, Guard, Tackle
Double: Frenzy, Stand Firm

Wood Elf:
LineElf
Normal: Block, Dodge, Tackle, SideStep
Double: Guard
One LineElf will want Kick. Not strictly Block before Dodge
Thrower
Normal: Accurate, Safe Throw, Sure Hands
Double: Strong Arm, NOS
Catcher
Normal: Block, SideStep
Double: NOS, Jump-Up
Catchers, Pass Block and Shadowing are good. On +Ma develop a 1 Turn Scorer. Leap is another option
War Dancer
Normal: Tackle, SideStep, Pro
Double: Dauntless, NOS, Jump-Up
One of the War Dancers will want Strip Ball. Shadowing is also very good

(Most of the hard work was done by korhil, so i just copied his list from further below cause i am lazy ;] )

Posted: Tue May 06, 2003 5:36 am
by duff
Sorry, my question wasn't clear, I want advice on wether to take the movement upgrade, and what (if any) skill would complement it. The basic list dosn't give any advise on wether to take the stat upgrade or not. :oops:

Posted: Tue May 06, 2003 5:39 am
by Amon242
Can't a man start a conversation? :lol:

I like the thrower into a blitzer with sure hands idea, kinda convoluted, but I guess you now have a running back if you want one, and you can do other things with you blitzers (like give the guard). I always liked the human running game.

Posted: Tue May 06, 2003 12:25 pm
by Grumbledook
humans are plenty fast already, i would make him a thrower and if you are using 3rd edition rules then well throwers don't need double rolls to be honest, you can take all the passing skills and nerves of steel should you want, only skill he can't really take that might be useful is dodge, but i would prob stick to the passing skills

Posted: Tue May 06, 2003 12:47 pm
by McDeth
i'd stick with the +1 MA and Block, use him as a ball carrier, but the Syure hands makes it easier for him to get the ball, and pass offers a greater threat which normal blitzers haven't got.

Use your second thrower as a more conventional thrower

Posted: Tue May 06, 2003 1:19 pm
by Skummy
I'd take the +1 MA in a heartbeat. With the extra movement, you can stand him in the middle of your backfield and reach any point on that half of the pitch. On offence, that means you only have to keep one player in the backfield and putting another player on the front line is a big deal. Extra movement on a Sure Hands player means that you'll be playing better defence as well.

Dauntless and Dodge are also tempting on a Human team.

Posted: Tue May 06, 2003 3:48 pm
by DoubleSkulls
Depends on your other thrower.

Personal preference would be for +MA and Accurate. It makes him a more effective thrower and then you can pick up Strong Arm next.

You could go down the Block & Dodge route. Then your opponent has to POW him to get the ball free - meaning he's really reliable even if he's getting hit. 2 dice block without tackle only has a 11/36 chance of putting him down, and strip ball doesn't work against Sure Hands.

Posted: Tue May 06, 2003 9:19 pm
by Taffsadar
I like the Blitzer type of guy. Especially since you will be able to take dump off on your third skill.

Posted: Wed May 07, 2003 12:31 am
by wesleytj
your team already has 4 blitzers, which are going to be better blitzers than this guy ever will. take accurate and strong arm, know your role! :)

Posted: Wed May 07, 2003 2:30 am
by Kamikaze Rudy
Well, if you are using 3rd edition, how about Block and Diving Tackle?

If you plan to run the ball, this may be the combo that saves your ass when the Orcs break your cage. Makes your thrower one hell of a ball carrier.

Posted: Thu May 08, 2003 1:04 am
by duff
Diving tackle and block :P
What an evil trick to pull on the desperate 1 dice blitz!

Posted: Thu May 08, 2003 4:44 pm
by harley_topper
A human thrower getting a normal skill and a double is a got guy,
take accurate and strong arm and he'll shot like elves,
You got the option to play the elven passing game (long bombs are accurate on 4+ with Pass)

Posted: Thu May 08, 2003 6:00 pm
by kaboom
accurate and strong arm is a good combo if u like throw the ball
or+1 move and block if u luv running

Posted: Thu May 15, 2003 4:51 am
by duff
Thanks guys. I think with kick, a catcher with pass to hide in a pocket and a STR 4 Blitzer who will soon have Gaurd, I'll go with the move and strip ball. This should let me put his hall retriver under lot's of pressure!