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Wood Elf Throwers

Defensive Wood Elf Thrower:

This guy you tend to keep on the pitch when you kick to the other team in order to go in and pick up any balls you manage to knock loose. Sure Hands first of all so you can reroll the pick up, which may be in an opposing tackle zone and saves your rerolls. Block keeps you alive and lets you hit opposing players on defence. Dodge again for safety and to dodge to where the ball is and perhaps out again after picking it up. Nerves of Steel will let you pass the ball out from tackle zones after you pick it up if you can’t dodge out easily. Side Step can keep you near a ball if you want to just mark it if picking it up is too hard (3+ tackle zones or rain for example). Safe Throw negates intercepts a lot of the time if you are passing it out from traffic. Accurate should be considered at some point as well. Leap can also be good for getting too the ball or out with it again.

Doubles I would go with Strong Arm again, +AG lets you run through tackle zones and pick it up in them easier. +ST can make getting the ball off you after you pick it up harder, or let you blitz your way to the ball or someone marking it. +MV is debatable but it does give you extra range, I think I would personally prefer an extra skill though.

Leader Wood Elf Thrower:

This guy is a mix of the two builds as to make use of Leader he needs to be on the pitch so will tend to be set up for every drive. Taking Leader also means one less alternative skill from the other builds, though the flexibility can be very helpful. After Leader I would take Accurate for the help passing. It is a bit tricky from this point but I would look to get some protection skills in the guise of Block and or Dodge. As he is on for every drive it pays to keep him alive and useful for other roles than just passing. Beyond that similar skill selections from the above builds and for the same reasons each time so I’ll not bother repeating them. Stats wise +ST is probably the nicest for both protecting himself and being a pain to the other team. +AG adds versatility and again +MV can be helpful but consider taking another skill instead.

Wood Elf Thrower Summary:

Wood Elf Throwers can skill up quite quickly often making multiple completions in a game and as you can see they can be built a few different ways. A versatile player or a dedicated deep passer, both can come in very handy. The deep throwers you should tend to keep deep to lower the chances they get hit, though don’t worry too much about losing your players as you can skill up a replacement fairly quickly. That doesn’t mean you should be overly reckless though as high player turnover for a Wood Elf Team can be very expensive. Another option I’ve not gone into much detail is taking Hail Mary as well, most likely on the defensive build. I think a lot of the time though you have the speed and agility on the team to not really need it.

12 Responses to Wood Elf Throwers

  1. VoidSeer January 5, 2010 at 9:47 am #

    Wood elf is my all time favorite roster. After playing them extensively, I do think that taking sure hands as your 1st skill is the best way to go.
    The main reasons are:

    You will fail that 2+ roll to pick-up the ball on offense. While it’s not a big deal when having 11 players on the pitch, it may put you in a bind when you are outnumbered (and you will be).
    Any stat increase is a great combo with sure hands letting you choose whether you wish to develop the guy as a defensive or offensive player.
    Accurate is a solid choice as 1st skill, but considering the thrower’s mobility, you can do without it early on.

    I don’t start with a thrower however on long leagues. I’d rather have lineelves get the SPPs first. Throwers are my 2nd purchase (starting with 2 dancers and buying APO 1st).

  2. Coach January 6, 2010 at 2:14 pm #

    I’m very much a fan of picking the ball up with Linemen to pass to the Thrower, though plenty of Elf coaches disagree with me and do go Sure Hands first. Either works fine though so it is down to personal taste.

  3. VoidSeer January 6, 2010 at 4:51 pm #

    I’m very fan of that as well Coach on a rookie team. This is why I do not start with a thrower.
    By the time my 1st thrower hits the pitch, I’m done with this quick pass (+1 SPP) routine because the natural selection process has already skimmed my lineelves. This is why I go sure hands first.
     

  4. Enomiel June 6, 2012 at 10:52 am #

    I’ve seen your comment about having a lineman to pick-up the ball all around thrower analysis. While it’s a perfectly valid tactic and you seem to put it in good use I’d like to note it create one more roll that can be failed and lead to a turnover, its not critical but should be considered.

    Also you say it skip taking sure hand on the thrower but at the same time he will have to catch the short pass or hand-off from his pick dedicated team mate often which create a need for the catch skill on him in the same way you’d want to give him sure hand in the first place so I don’t think it’s really a gain but just a trade-off.

    That say it’s still a good way to help levelling some linemen and effectively improve your pass range if you place yourself well for the classical hand-off then pass.

    I’m fairly new to the game so I give those thoughts more on instinct than experience back-up and playing high elves I tend to rely on safe pass to create more direct and shorter pass route so I might be biased here.

    • Coach June 6, 2012 at 11:49 am #

      As with any roll in Blood Bowl you need to assess the risk of a turnover and if you want to use a reroll if you do. If the situation for failing will leave the opponents with a good chance of getting the ball then I wouldn’t do it. This will mostly depend on two things, where the ball is going to land and how well you can cover it if you fail. The second is what team you are facing, if you are against a fast agile team, they are far more likely to have a threat to recover the ball if you mess up. Against a slow low agility team, this threat is far less likely, so you may decide to try it more often against them.

  5. Therion November 14, 2012 at 11:15 am #

    What would you think of using a Thrower as an interceptor? Unlike throwers they don’t have catch nor the even greater mobility, but they have the benefit of strength 3 and the capability to get the ball out of the backfield quickly. Here’s a build I’m considering: catch, pass block, safe throw, dodge. And then potentially nerves of steel, block/wrestle, tackle or accurate.

    • Coach November 14, 2012 at 6:21 pm #

      While an Interceptor can be handy to have a lot of teams just don’t pass the ball, especially against Wood Elves. Catchers would still be better, they start with Catch and Dodge already and with their high movement they can get the ball out of the back field just as quickly.

      If you were to try and use a Thrower I would adapt one from a passer build with their later skills.

  6. Coach December 20, 2015 at 10:40 pm #

    All this information is good but what is the cost to buy a thrower?

  7. Coach December 21, 2015 at 11:40 am #

    I cannot download the rulebook PDF on my phone so could you please tell me the qmount it costs to buy a thrower?

  8. AAndy April 21, 2019 at 9:34 pm #

    Rolled a 10 on my first level up with my Thrower, can’t decide between +Mv or Strong Arm. +Mv is harder to roll again but Strong Arm gives an immediate bonus to my team that I feel is more valuable than that granted by +Mv short term. Thoughts?

    • Coach April 21, 2019 at 10:56 pm #

      Either are good, typically with high movement you aren’t throwing it far anyway. Strong arm doesn’t work on quick passes, though you are already throwing those on a 2+. I would think the movement is more useful overall, you’ll do a lot move moving than passing.

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