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#1
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| Hello all, I've got a Skaven Team: The Rat Pack and my thrower Frank Sinatra just got his second skill-up. First was a double, so I chose Strong Arm, no I rolled 6+4. Should I take movement (or Armour?) or a normal skill (Accurate, probably)?In case it matters, I've got 2 unskilled Blitzers, 2 Gutter runners with Block and two with Wrestle (one of the latter has an MV decrease), the Thrower and 5 unskilled lineman, one of which has an Armour decrease. I've also got 3 Rerolls, an Apothecary, a Fan Factor of 2 and 70.000 cash. TV is 118 with skill-up pending. Secondary issues are the MV 8 Wrestle Gutter Runner; sack, keep, or keep until I can afford a replacement, and the AV 6 Linerat, who is now LOS Cannon Fodder; keep or replace? Finally, what do I do with my cash: buy replacement Linerat, Buy Second Thrower, save for replacement of MV 8 Gutter Runner, save for 4th Reroll or just save for general need?
__________________ "The Old Ones were, the Old Ones are and the Old Ones shall be. Not in the spaces we know, but between them, they walk serene and primal, undimensioned and to us unseen" - H.P. Lovecraft: The Dunwich Horror |
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#2
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| Take accurate on the Thrower. MV7 is plenty and if u think the extra armour will help, think again. Without defensive skills you dont want him taking hits anyway. As for your -MV Gutter Runner. Id replace him asap you dont want him getting too skilled with MV8. Dont worry about ur linerat yet as u have a reserve and he has no skills anyway. The natural order of Blood Bowl will get rid of him for u
__________________ Its not a game... Its a life style |
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#3
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| Not sure I totally agree with Morgred here. I'm sure you could skip it and never look back, but extra speed on a Thrower complements their role to great effect - that extra step could be the difference that lets you try a Sure Hands pick-up without GFI-ing, changes your pass modifier down a band (de facto +AG), or even gets you close enough to make any pass at all to your distant scoring-range receiver in turn 8 or 16. As Netsmurf says, speed kills! Last edited by John McGuirk; 27th October 2011 at 12:15 PM. Reason: clarification |
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#4
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| Besides killing the +MA will also help making 1 turn TD attempts easier as you should be able to do handoffs more often to start the magic show |
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#5
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| Different views are what make life a beautiful thing. Personally i would agree with taking +MV had the guy not got strong arm. But, pass, sure hand, strong arm and accurate is ideal. After that, at 31 SPP u can give him block for protection. Taking +MV delays the first protection skill to 51SPP!! ![]() One turn TD is more reason for Accurate IMO. Accurate gives +1 to any pass where the +1MV only MAY shorten it. I do see that a MV8 thrower would be sweet but i recon Accurate is better.
__________________ Its not a game... Its a life style |
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#6
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| Yep I agree with that. Normally I would recommend the +Ma on a skaven thrower, but in this case take Accurate and he can throw a long pass on a 3+. |
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#7
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| Wow it totally slipped my mind that he have strong arm. With that piece of info now within my mental capacity I would also recommend accurate and then if you are a realy good coach you roll +AG at his next level |
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#8
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| Thanks for all the responses! I've decided to take Accurate; being a 'throwing' Thrower (as opposed to a 'running' one), he needs to be as good as it gets with that. Now what (or who) do I sacrifice to Nuffle for a +AG on his next skill-up?
__________________ "The Old Ones were, the Old Ones are and the Old Ones shall be. Not in the spaces we know, but between them, they walk serene and primal, undimensioned and to us unseen" - H.P. Lovecraft: The Dunwich Horror |
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#9
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| Sacrifice the MV8 Gutter Runner.. And pray that nuffle sees it fit to bless ur cheese chasing thrower
__________________ Its not a game... Its a life style |
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and my thrower Frank Sinatra just got his second skill-up. First was a double, so I chose Strong Arm, no I rolled 6+4. Should I take movement (or Armour?) or a normal skill (Accurate, probably)?

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