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Skaven - Thrower skillup 6+4 and other questions

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  #1  
Old 27th October 2011, 01:38 AM
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Default Thrower skillup 6+4 and other questions
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?
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Old 27th October 2011, 03:03 AM
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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
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Old 27th October 2011, 10:08 AM
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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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Old 27th October 2011, 12:14 PM
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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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Old 27th October 2011, 01:44 PM
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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.
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Old 27th October 2011, 02:10 PM
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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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Old 27th October 2011, 10:17 PM
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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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Old 27th October 2011, 11:30 PM
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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?
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Old 27th October 2011, 11:50 PM
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Sacrifice the MV8 Gutter Runner.. And pray that nuffle sees it fit to bless ur cheese chasing thrower
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