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Elf + Agility Thrower, brings up some roster questions

Discussion in 'League and Team Development Tactics' started by Isryion, Feb 17, 2011.

  1. Isryion

    Isryion Member

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    Hey all, looking for more advice in a couple of areas.

    I'm currently in a league with a set schedule and have one of the higher TVs. I'm a bit concerned about facing a wizards and keeping the TV down as a wizard was a key factor in one of my two losses. Just a bit of background and to keep in mind for the next couple of questions.

    1) I recently rolled up a +Agility on a thrower who had accurate. I took the agility, but am not sure where to go after that. My instinct is safe throw, making him able to throw the ball anywhere on the field with reliability and stay far enough away that a fumble (or failed throw) won't hurt me too badly. Where would you take this guy?

    2) I currently have a roster of 13 with full up on positional players except a second thrower. I'm going to fire a lineman very soon who has a niggle and replace him (plenty of cash on hand right now -- 300k). I see two downsides to this. It's an increase of TV and also means I'm short an LOS player if I lose a couple. Two of my lineman (including the one I'd fire) are skill-less. I'd actually like to get an advance on an unskilled lineman before I add another player who is likely to take some SPPs from them. So, would you replace the niggle lineman with a thrower or another lineman?

    3) If thrower was the answer to #2, how would you build him, keeping whatever you suggested for the first thrower in mind?

    4) I've also got a -Agility lineman who's going to get permanent LOS duty until he gets another injury. With the cash I've got, would you replace him now? I'd like to save it for a rainy day and replacing positional players if possible.
     
  2. VoidSeer

    VoidSeer Member

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    I usually don't hire a second thrower until de 1st has 3-4 skills. If your thrower plays only offense and you don't run the ball, getting another is just boosting your TV for nothing.
     
  3. Doover

    Doover Member

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    1) I would choose Safe throw like you. You could also think about fielding him only in offence drives which gives you one more Liner for the LoS in defence.
    2+3) I would choose a thrower and use him like a "close combat" thrower. giving him skills like block, dodge, sure hand, nerves of steel and safe throw. (Maybe not in that order) In defence he replaces your AG 5 thrower and at offence he can be your back-up thrower if anything goes bad and else he can work like a normal lineman. He costs 10k more then a liner that isnĀ“t that much TV.
    4) If he has any lvl up I would keep him. If he is a rookie then kick him.
     
  4. coachman

    coachman Well-Known Member

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    Id give him dodge next. With agi 5/dodge you should be able to cut down the range of the throw quite easily and he will be more use on defence. After all games are won and lost on defence.
     
  5. Isryion

    Isryion Member

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    Hmmm, I do tend to build all my players for defense and I felt the +Agility would be good for that purpose, too. Dodge would be good for that purpose, but I don't need to cut down the distance much. Tough call, might be safe throw then dodge, or viceversa.

    Thanks for the thoughts so far, keep em coming.
     
  6. Netsmurf

    Netsmurf Well-Known Member

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    I would give him block, dodge and then safe throw. He is brilliant at getting the ball in trafic so I would field him on defence and thats why block would be nice:pow:
     
  7. VoidSeer

    VoidSeer Member

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    @Netsmurf

    That's the path I'd have taken if the 1st skill picked wasn't accurate. No need to close the distance with AG5 and Accurate.
     
  8. Netsmurf

    Netsmurf Well-Known Member

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    What I mean; he should not be closing distance when holding the ball but on defence he should lurk around the scrum and be ready to dodge in use AG5 to pick up the ball and if not able to get out of the scrum, he will be a handy blodger to help him stay on his feet:pow:
     
  9. Isryion

    Isryion Member

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    And thus you see my dilemma. The Accurate tied me into a more offensive build and it seems like Safe Throw would solidify that. He could pick up the ball and throw it wherever needed without having to really worry about an interception. Downside is that he'd be on team rerolls for the pick-up or dodge. On the other hand, AGI 5 with dodge and, later, sure hands would make him a great option for a pick-up in a crowd and get him out of there with the ability to make a tackle-zonefree throw, but getting the ball downfield would be riskier.

    EDIT: I don't see block in this guy's near future for a couple of reasons. He's more of a lurker, waiting for opportunities rather than getting in the thick of things. On offense, he's not a ball carrier, he's a passer, staying deep in the back field and getting rid of the ball when necessary or as the play develops.

    BTW, I don't know if this changes anyone's opinion, but I've also got a +Agility blitzer with dodge and tackle who can also pick up the ball in traffic who is more likely to be near a loose ball. Obviously I won't be taking sure hands with him very soon (leap is next), but he could be a candidate to pick up the ball and get it to the passer.
     
    Last edited: Feb 17, 2011
  10. danton

    danton Well-Known Member

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    Seeing as he already has Accurate, I would probably go with Dodge and Sure Hands next. He is already a great passer, so he needs a couple of skills for mobility and protection. Sure Hands is great on offence as you will most likely be using him to pick the ball up from the kick-off, so he won't burn a re-roll when those inevitable 1s appear. Also great on defence for collecting loose balls.

    If he didn't already have Accurate I would have been tempted by Leap instead along with both Dodge and Sure Hands as above, as that would really make him great at retrieving loose balls in tackle zones. Being able to make a long pass on a 2+ is great all the same and very useful for Elves who thrive on the passing game.
     
  11. Isryion

    Isryion Member

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    For those who would go the dodge, sure hands route, which would you go with first?

    It seems like the Sure Hands might be more useful first. Most dodges he makes are going to be a 2+ because I don't have him in the action a lot. On the other hand, if he's trying a pickup in a couple of TZs, it seems like a Sure Hands reroll would be more useful (and then save the team reroll for dodging out) and the more defensively oriented choice.
     
    Last edited: Feb 17, 2011
  12. Viajero

    Viajero Active Member

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    I had exactly the same thorwer once. I went Safe Throw, which makes best use of that Ag5, and then Dodge. So much fun.

    Actually this is the only build (Ag5) where I d pick Safe Throw. The threat of an almost certain pass every time, coupled with nerve of steel catchers is the pinacle of synergies for an elf team me thinks.

    Have fun, live a little! XD Let dodge for later.

    Also, beware of leaving your thrower alone at the back. Even with such a good thrower. Escort him with at least one player. And specially when your opponent inductions allow for a Wizard... My own best ever thorwer got killed to a lightining bolt in an instant, followed by an easy TD by my opponent as I had made the mistake of not escorting...
     
    Last edited: Feb 17, 2011
  13. Strobinator

    Strobinator Member

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    Safe throw is great, but I would get dodge next before sure hands. Dodge + agility 5 is an amazing combo. It gives incredible maneuverability and is great for picking up loose balls in traffic. You could be marked with the ball next to you, dodge in on a 2+ with reroll, then pass out rather easily even while still in a tackle zone.

    Sure hands is a tough one. It is a good skill, but with all of the skill rerolls you get with pass and dodge, you may be ok with committing team rerolls to the few times you roll a 1 on pick up rolls. Sure hands is a great skill on running ball carriers because it simultaneously negates strip ball. Since a thrower is usually either tossing the ball or remaining out of range, you do not get as much use of sure hands typically. I would lessen its priority, unless you find yourself low on rerolls when you need to pick up the ball.
     
  14. danton

    danton Well-Known Member

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    The thing about Sure Hands on a player like this though is that it is often there more for contingency value. There are few things more annoying than rolling double skulls early in your turn before picking the ball up and then not being able to reliably pick it up afterwards (those 2+ rolls often fail when you can least afford it). The other way around can also be equally as bad, as having to burn the team re-roll on your first action picking the ball up can really compromise the rest of the turn.

    Saying all that one of my biggest problems with picking skills for players like this is choosing Sure Hands over other skills that are potentially more useful or appealing, so I know what that dilemma feels like! :)