Elf Throwers Overview:
An Elf team has one of the best offences in the game, though that is mainly down to their superb Catchers. They still need someone to throw the ball to them and an Elf Thrower can do that rather well, even if they aren’t exceptionally good. They have average speed and strength, though are great at handling the ball on virtue of being an Elf and having high agility. Their armour is weak but they shouldn’t usually get caught holding the ball much and should hopefully not get hit a great deal. While not the cheapest of players, they aren’t overly expensive for an Elf, costing the same price as the Linemen on the other Elven teams.
Offensive Elf Thrower:
- Normal: Sure Hands / Accurate, Safe Throw, Block / Nerves of Steel / Dodge / Sure Feet
- Doubles: Strong Arm
- Stat Increase: +ST +AG +MV
This build is the typical offensive Thrower build aimed at being able to pass the ball a long way in as reliable a manner as possible. With AG4 and Pass already they can throw fairly well already, though try not to pass further than short passes if you can avoid it. You may want to start with Sure Hands if you pick up with your Throwers a lot (I prefer to pick up with someone who needs a completion and then throw it to the Thrower though). Sure Hands will save on the team rerolls, though hopefully most of the time a failed pick up if you covered it well enough shouldn’t be a massive problem (depending on the opposition). If you are staying deep with the ball out of hitting range, then Strip Ball shouldn’t be an issue though it obviously protects from that as well.
Alternatively you can start with Accurate meaning you can then do short passes on a 2+ (with Pass reroll) and Long Passes on a 3+. This extra reliable range is great and also decreases the chance of fumbles for the longer ranges. After that I would take Safe Throw which gives you more scope to pass over opposing players (which I would avoid if at all possible most the time) and also makes fumbles from long bombs less troublesome (not that you should need to throw it that far).
You have some options from this point depending on your priorities, either adding to the passing ability or looking for protection. Block and Dodge are the skills to take if protection is your higher concern. If you want to aid the passing game even more, then Sure Feet will help in making passes shorter. Nerves of Steel can mean you can even when things go a bit pear shaped and you end up getting marked up and can’t escape and it also lets you mark an opponent before passing.
For doubles Strong Arm with the other passing skills will let you do long passes on a 2+ and long bombs on a 3+ and then you really have a massive range threat. A strength increase late on will let you be a bit more flexible with them rather than going all out for long passing ability. If you get it early then switch to a defensive Thrower build instead. An agility increase is handy, though again probably more useful to a defensive build, so again look to adapt. Movement is great for decreasing throwing range and for outrunning the opposition.
Defensive Elf Thrower:
- Normal: Block, Sure Hands, Nerves of Steel / Accurate, Safe Throw, Dodge
- Doubles: Strong Arm
- Stat Increase: +ST +AG +MV
This build is for having on the field when playing on defence, I would probably go somewhat along this lines with the first Thrower I start with, though the key to either it to be flexible depending on your skill rolls. You can usually get the job done on offensive without having to throw the ball further than a short pass anyway. I’d start with Block for protection and so you can hit with them when on defence, this guy is far more likely to be in the thick of things than an offensive Thrower. Sure Hands is handy for going to pick up loose balls if you knock it loose, or the other team drops it.
Few choices next and there isn’t much between which you would take in preference. Nerves of Steel will let you throw the ball away if you picked it up in tackle zones. Accurate will make passing it further easier, or negate one tackle zone. Safe Throw will let you throw it out in a crowd with less of a chance of it being intercepted, it is usually much harder to avoid an interception attempt when you recover the ball on defence. You will also fumble the ball far less often due to the negative modifiers of being in tackle zones as well. Another great choice would be Dodge, so you can try and run the ball away from opposing tackle zones as well. Dodge will also offer the Thrower more protection, though in developed leagues there will be a lot more Tackle about.
For doubles again Strong Arm is the main option, though I think it is more useful to an offensive Thrower, so perhaps an early double would mean switching builds. A strength increase is very helpful on defence for all sorts of reasons. An agility increase will make picking the ball up in tackle zones easier and help with either dodging away with it or passing the ball on to a team mate. Movement isn’t as nice as the other two increases but the extra range is always nice, though again perhaps better for an offensive build, you never know though.
Elf Thrower Summary:
One of the more straight forward players to develop for the Elf team. They are the only ones with passing skill access and Elves make great passers, both on offence and defence. Having one of each, or two more flexible choices can be very good to have. I personally prefer to build both with a bit of a mix up of the two builds, with one slightly more defensive and one leaning more towards the offence. Being an Elf, just having Accurate can be enough for giving you all the passing range that you need. With fast Catchers who are pretty easy to get the ball to I think being a bit more flexible in order to keep them useful on the pitch all the time might be the way to go.