Second skill choice Skaven Thrower

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Pantera
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Second skill choice Skaven Thrower

Post by Pantera »

I was very lucky and got +1 AG as first skill for my Skaven Thrower.

Now when I'm closing up to the second skill, what would be a good development? Accurate would be top choice to develop a great Thrower. But are there other paths to go with this start? I saw the other thread with a dump off ball carrier Thrower.

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Post by Marcus »

I'm assuming you're using 2 throwers here. You want your AG4 guy as your backfield gun thrower so you can cut out the middleman and throw straight to a gutter runner if the pressure is on.

Dump off is best used for your secondary thrower who should be looking at getting skills like block, big hand or nerves of steel.

Boring as it may seem, Accurate is a good all-round choice. Strong Arm is also worthwhile. Safe throw would be a good skill if he gets another one.

I'd also recommend dodge on a double. Dodging AG4 thrower will get you out of a lot of backfield trouble, will allow you to retrieve a loose ball a damn sight better and will add to his survivability. Trust me, AG4 skav throwers get targetted.

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Post by Nagash »

well - dump-off is IMO a "ballsy" choice instead of the obvious... like dodge, block etc..... because you can use it in a trick-play..... allow the opponent to move several players in contact with your thrower, but dump-off to a fast player (gutter runner, wood elf catcher....) , who can exploit the gap your opponent has left in his lines..... It´s a risky move, but you opponent will think twice about blitzing your ball carrier (knowing that he will gain NOTHING by doing so..)

GL,

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Post by voyagers_uk »

I would suggest Pass-Block as with AG 4 it is a 5-6 roll base and then the ball is in the hands of the person who can distribute it best. 8)

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Post by TiMuN »

Yeah! Now that's strategy V-uk !!!

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Post by Pantera »

Thanks for the tips.

My thoughts were that as Skaven I wont need those superlong passes, as the Gutter Runners can move along so briskly. So its open for a cool skill choice instead of the obvious passer skill. But then again, it can also be nice to have him do those elf-like passes. Well, now I just need those two completed passes in the next game.

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Post by DoubleSkulls »

Accurate! Then you'll be making long bombs on a 4+ with a reroll, then if you get a double next ... strong arm for an awesome long range passer.

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Post by Marcus »

My thoughts were that as Skaven I wont need those superlong passes, as the Gutter Runners can move along so briskly.
Think again. As teams progress, Skaven find it harder and harder to play a fast passing game as other teams develop well to shut down the passing lanes and pressure the recievers. At this stage (200TR or so) the skaven game is best played by running a loose maul or similar open style running play. This gives the opposing coach the opportunity to bottle up and slow the skaven play which generally goes badly for the ratboys what with their AV 7 and all.

Having an eagle eye thrower on the pitch gives you the threat to open up the game again. It affords you the opportunity to make long passes from deep in the backfield and cut out the handoff/pass play on the line of scrimmage. It also helps on broken plays where you can use your AG4 to dodge in and pick up a ball in TZs, then make the pass under pressure with a good chance of success.

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Post by Sputnik »

I would also take accurate or save throw. On a double strong arm. I find dodge a waste because my thrower is usually not long enough on the filed to get touched! With such an offense I just go.

:lol:

And I would not put my AG4 Thrower on the field on defense against teams which are known for long drives. No block, no dodge = first target!

That's maybe the job for the second thrower! And then I would go for big hands instead dodge on a double!

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Post by sean newboy »

I agree with Voyager_uk.

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Post by voyagers_uk »

skill after that, I would take would be:

Normal roll: Block (safety in the oppo half)
doubles roll: Leap (pass block from out of nowhere)

like I said in another thread, with a decent passblocker with good distribution you can destroy the opposition gameplan. Plus who would suspect your thrower or being able to hurtle over the LOS on a 3+ dodge on a 2+ and intercept on a 5+

wicked mix

now take a lineman with kick and position the ball 4 squares form the corner of the los/sideline and your thrower on or around the LOS in that area. almost always cause the opposition trouble.

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Post by Marcus »

Have to disagree with your choice voyagers. In my experience players usually blitz down passblockers before attempting a pass. This is why I usually leave the passblocking to linemen.

An AG4 Thrower is going to make a very, very tempting target indeed even without the added incentive of blitzing him to stop him passblocking.

On top of that, in order to be making use of passblock to intercept you'd need to be playing him fairly close to the LoS, putting him in more danger.

I'm of the opinion that you're maximising the players potential if you build up on his pass skills. It doesn't require additional doubles, it keeps him out of danger, and it meshes well with his existing skillset.

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Post by voyagers_uk »

I should have left that as around the LOS as with Leap as the next skill it doesn't matter if there are people in your way and you are safer behind your lino's

My Passblockers normally get blitzed/fouled too. But as I try to use Witch elves in this role they have jump up which we have housed as usable on a pass block (up for consideration in October).


TBH anyone with AV7 is a target, MA9/ST2 people would be first on my hit list followed up by AG4 anyone, so I see your point, I just get bored utilising the same skills on throwers and try for something different to expose areas in your opponents gameplay

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Post by Pantera »

Well, I did play the semi-final and lost it against a human team. But I got the second skill on my thrower!

And guess what I rolled? double-6!

Not a bad start. I got +1 AG as the first skill and now double-6 as the second. Problem is that I can't decide. Strong Arm? +1 STR? (perhaps not that useful on a Skaven Thrower, but it would help him against blitzers). I havn't choosen yet, but I must before the game for bronze.

Oh, and by the way, the final was won by a Woodelf team with 5-2. He had a 1 turn scorer, a catcher with 10MA, 5AG and Sprint.

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Post by Trambi »

In Sweden skill rolls are pretty good two ag +1, one mv +1, one str +1.
I want to play in Sweden :cry:

Take dodge (or str +1) !

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