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Post by goodpass on Aug 5, 2015 10:06:48 GMT
Throwers are packed with usefull skills like sure hands and pass, and have General and Pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The carrier runs the ball to the endzone himself, probably protected by a cage, a hand off is perhaps needed.
The passer runs forward at the right moment to a safe spot closer to the target and then passes the ball, does not need protection if kept at safe distance.
The back ( defensive ) uses his sure hands and pass skill to pick up the ball even in tacklezones and probably delivers it to a teammate.
The safety that as a last line of defence can use sure hands and pass well if you manage to get to the ball. ( pass not possible while blitzing ! )
The captain that can add a cheap reroll.
If you think a thrower can man the line of scrimmage, can be used as a receiver or be a designated fouler I want to hear arguments.
After that we try to figure out if a double and what stat increase make a thrower even better at what he does.
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Post by Nthomas on Aug 6, 2015 12:13:33 GMT
Throwers are packed with useful skills like sure hands and pass, and have General and Pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The carrier runs the ball to the end zone himself, probably protected by a cage, a hand off is perhaps needed. The Human Throwers: the Ball Carrier is a reliable and solid ball handler - on Doubles: Dodge is my first choice: providing two advantages (1) adding a free re-roll to any dodge attempt, and (2) negating a large percentage of blocks forcing your opponent into using a dedicated Tackle piece. My second choice is Side Step: giving the effect of a runner ever moving towards the end zone even on the opposing teams turn.
- on Normal Rolls: Block, here is my first choice: probably the most common of the basic skills, usable on both offense and defense. My second choice is Fend: making the runner seem to just be a step ahead of his would be tacklers with every push.
- Stat Increases: +AG is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field for the score.
~Honorable Mention~ I just have to point out +STR can also be a game changer. Effecting the Blitz actions of the runner, and the Blocking of the runner on both offense and defense. In Summary: The ball carrier is the focal point of any good running game and his reliability for picking up the ball is Key. What are your thoughts?
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Post by Nthomas on Aug 6, 2015 13:41:39 GMT
Throwers are packed with useful skills like sure hands and pass, and have General and Pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The passer runs forward at the right moment to a safe spot closer to the target and then passes the ball, does not need protection if kept at safe distance. The Human Throwers: the Passer is the great facilitator - on Doubles: Strong Arm is my first choice: Effectively reducing the roll requirement for a successful pass by a full point. My second choice is Sure Feet: I mean think about it, how many times have you found yourself needing / wanting to take just one more step before making that hand off or throwing that one pass.
- on Normal Rolls: Accurate is the run away leader here for me: Adding +1 to each pass roll. Just as Safe Throw comes in a solid second: basically eliminating the fear of the fumble. Not to mention all the chatter you keep hearing from the QB coach telling you the kid can thread the needle, avoiding those pesky interceptions.
- Stat Increases: It's gotta be +AG first: effecting each and every hand off, pass, and pick up. Second is +MV: what else can be said, a solid passer with the versatility to turn the corner and dive in for the TD.
~Honorable Mention~ I know, this one really should go without saying ... but, for my money Block is not one of the most common skills for no reason. In Summary: Not only is the passer the great facilitator, but he should be built in a way to also wear the hat of Mr. Reliable. Taking any and every skill to make the hand off, the pass, and the pick up almost automatic. What are your thoughts?
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Post by Nthomas on Aug 6, 2015 14:48:33 GMT
Throwers are packed with useful skills like sure hands and pass, and have general and pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The back ( defensive ) uses his sure hands and pass skill to pick up the ball even in tackle zones and probably delivers it to a teammate. The Human Throwers: the Defensive Back a rare yet effective breed - on Doubles: Dodge comes in first: providing a re-roll to any dodge roll made to freeing up the DB. While Side Step is my second choice: making this piece very hard to separate from not even mentioning avoiding the surf.
- on Normal Rolls: Here Tackle is king: actually making the DB, good at what you are asking him to do. Holding on for dear life is Wrestle: which is a superior way of insuring you can get the ball out and on the pitch.
- Stat Increases: When it comes to stats this one was tough . . . but, I am gonna go with +STR first: beating on getting that two die block. While +AG is second: adding to your chances of the interception, as well as picking up that loss ball.
Note: I didn't purchase my all time favorite and go to skill Block, and yes it pains me deeply. In Summary: Creating at least one of these specialized player pieces can be that one thing which allows you to control, and tip things in your favor when playing that passing team. What are your thoughts?
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Post by goodpass on Aug 6, 2015 15:36:34 GMT
Throwers are packed with useful skills like sure hands and pass, and have General and Pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The carrier runs the ball to the end zone himself, probably protected by a cage, a hand off is perhaps needed. The Human Throwers: the Ball Carrier is a reliable and solid ball handler - on Doubles: Dodge is my first choice: providing two advantages (1) adding a free re-roll to any dodge attempt, and (2) negating a large percentage of blocks forcing your opponent into using a dedicated Tackle piece. My second choice is Side Step: giving the effect of a runner ever moving towards the end zone even on the opposing teams turn.
- on Normal Rolls: Block, here is my first choice: probably the most common of the basic skills, usable on both offense and defense. My second choice is Fend: making the runner seem to just be a step ahead of his would be tacklers with every push.
- Stat Increases: +AG is first: based on the fact of the shear number of times it can effect play with each roll. My second choice is +MV: again, because movement is free and always should be considered when you are able to stretch the field for the score.
~Honorable Mention~ I just have to point out +STR can also be a game changer. Effecting the Blitz actions of the runner, and the Blocking of the runner on both offense and defense. In Summary: The ball carrier is the focal point of any good running game and his reliability for picking up the ball is Key. What are your thoughts? dodge is great for a ballcarrier, if his teammates can't pave the way and he has to dodge rerolls are not Always available so having dodge makes you can add extra probability to your calculated risk. Yeah side step has the added advantage that if you stall at the edge of the endzone and they still push you, scoring in the opponents turn is possible. Block is the way to go, stay on your feet while holding the ball. Nerves of steel makes you can toss the ball if getting out of harms way seems impossible. Sometimes the cage crumbles and the enemies pour in, fend is a good defence against leapers with frenzy. AG makes you can do all ballacrobatics better, extra movement means that all members of the cage must keep your pace. ST 4 makes life easy, evn if the cage is penetrated, that extra power can indeed be the difference. You got a point there, to run with the ball you have to get it first. It's elementary.
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Post by goodpass on Aug 6, 2015 15:55:50 GMT
Throwers are packed with useful skills like sure hands and pass, and have General and Pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The passer runs forward at the right moment to a safe spot closer to the target and then passes the ball, does not need protection if kept at safe distance. The Human Throwers: the Passer is the great facilitator - on Doubles: Strong Arm is my first choice: Effectively reducing the roll requirement for a successful pass by a full point. My second choice is Sure Feet: I mean think about it, how many times have you found yourself needing / wanting to take just one more step before making that hand off or throwing that one pass.
- on Normal Rolls: Accurate is the run away leader here for me: Adding +1 to each pass roll. Just as Safe Throw comes in a solid second: basically eliminating the fear of the fumble. Not to mention all the chatter you keep hearing from the QB coach telling you the kid can thread the needle, avoiding those pesky interceptions.
- Stat Increases: It's gotta be +AG first: effecting each and every hand off, pass, and pick up. Second is +MV: what else can be said, a solid passer with the versatility to turn the corner and dive in for the TD.
~Honorable Mention~ I know, this one really should go without saying ... but, for my money Block is not one of the most common skills for no reason. In Summary: Not only is the passer the great facilitator, but he should be built in a way to also wear the hat of Mr. Reliable. Taking any and every skill to make the hand off, the pass, and the pick up almost automatic. What are your thoughts? Great minds think alike, strong arm lifts you above the avarage competition. Sure feet you pick for a good reason, however adding accurate or safe throw or the honorable block can perhaps get priority here. Accurate and safe throw are great passing skills, does safe throw really stop a fumble ? Thought you hold the ball instead of doing an off target pass. A Fumble still happens if rolling a 1 on the second roll, please check that. Still a good pick tough. First pick is +AG and second is.... +AG too, consider what you can with AG5, just a suggestion.
Block the building block of many players and also for a human thrower.
Remember that the facilitator can be above avarage, the one at the end of the pass needs to complete it before you can have a party.
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Post by Nthomas on Aug 6, 2015 16:12:56 GMT
Alright, you got me there as I was not aware I could choose a Stat Upgrade twice in this assignment.
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Post by goodpass on Aug 6, 2015 16:30:39 GMT
Throwers are packed with useful skills like sure hands and pass, and have general and pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The back ( defensive ) uses his sure hands and pass skill to pick up the ball even in tackle zones and probably delivers it to a teammate. The Human Throwers: the Defensive Back a rare yet effective breed - on Doubles: Dodge comes in first: providing a re-roll to any dodge roll made to freeing up the DB. While Side Step is my second choice: making this piece very hard to separate from not even mentioning avoiding the surf.
- on Normal Rolls:
Here Tackle is king: actually making the DB, good at what you are asking him to do. Holding on for dear life is Wrestle: which is a superior way of insuring you can get the ball out and on the pitch.
- Stat Increases: When it comes to stats this one was tough . . . but, I am gonna go with +STR first: beating on getting that two die block. While +AG is second: adding to your chances of the interception, as well as picking up that loss ball.
Note: I didn't purchase my all time favorite and go to skill Block, and yes it pains me deeply. In Summary: Creating at least one of these specialized player pieces can be that one thing which allows you to control, and tip things in your favor when playing that passing team. What are your thoughts? Dodge added to your team that has already more players with dodge makes it harder for an opponent low on tackle to form a tackle packed screen. Side step can be an annoying skill, and it adds to dodge in a nice way, you go not down and can probably stay in contact. Tackle first is ambitious, and does not add to your defensive stance, block or wrestle first seems better. When I gave the assignment I hoped Nerves of Steel would be a serious candidate. If teammembers manage to get the ball bouncing around, this defensive back can use his sure hands to pick up the ball while Nerves of Steel make he does not have to dodge to make a pass. Stat increase have only if you roll 10 the need to pick MV or AV, 11 is AG and 12 ST. Block is great, so don't feel pain. Block is good. Block is often taken even if a stat or double is rolled, and that makes sense.
Add both throwers to the team as 70.000 seems a bargain for what you get. If you combine skills to make them better at what they are good at, they can be real assets.
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Post by shaunuthun on Aug 6, 2015 16:32:12 GMT
If I might chime in here taking +AG twice would in my opinion be unnecessary tv bloat if you already had accurate and Strong arm since at that point the chance to fail a pass are slim enough. Im also surprised neither of you brought up the possibility of Nerves of Steel. Think about it your thrower gets caught in a tackle zone or two thanks to a crafty enemy busting your cage but with NoS you can still pass the ball to your catcher with no added risk from said tackle zones.
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Post by Nthomas on Aug 6, 2015 16:36:09 GMT
Throwers are packed with useful skills like sure hands and pass, and have general and pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The safety that as a last line of defense can use sure hands and pass well if you manage to get to the ball. ( pass not possible while blitzing ! ) The Human Throwers: the Safety the last line - on Doubles: What about Juggernaut first: as it can be used to replace Block, plus it negates three other skills Fend, Stand Firm, and Wrestle. Second, I'm thinking Mighty Blow: could add +1 to either a armor or injury roll majorly increasing your chances of at the very least earning a stun.
- on Normal Rolls: Pass Block has got to be the top pick: used split seconds after the pass is thrown, this skill will allow your safety to make up that ground turning that once open receiver into a marked target... and when I think about it wouldn't it also be nice if your safety could actually Tackle as well comes in second.
- Stat Increases: Now, I know for a fact you are expecting me to pick +AG first here: but, you are dead wrong. I'm going deep here selecting +MV: as I value the added range of my ball hawking safety just a little more. Second, I'll go with +STR: beating on those two die blocks.
In Summary: This safety is a BiG Hitter, with above average range. Skilled enough to break up a good number of passes in the process. What are your thoughts?
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Post by Nthomas on Aug 6, 2015 17:16:16 GMT
Throwers are packed with useful skills like sure hands and pass, and have general and pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The captain that can add a cheap re-roll. The Human Throwers: the Team Captain and Leader is undisputed - on Doubles: Strong Arm is my first pick: really reducing the difficulty of those long pass plays. While Sure Feet has to be second: good feet means reducing the risk of each GFI.
- on Normal Rolls: Leader comes to mind here: as some teams which are starved for re-rolls could really use that player to rally around when times get tough. An since we are talking about tough times wouldn't be nice if he also was as cool as a cucumber. I'm how could we go wrong with Nerves of Steel second.
- Stat Increases: You know when I about it ... cann't you this type of thrower having +STR: adding to the difficulty of tackling him/her. After all this customizing +AG still should be mentioned. As it only adds to the success of almost all of the throwers rolls.
Cann't you just see this type of thrower on a Khemri, Norse, and Orc teams. In Summary: This is not the pure passer, this is the leader whom wills his team to victory. What are your thoughts?
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Post by goodpass on Aug 7, 2015 8:59:50 GMT
If I might chime in here taking +AG twice would in my opinion be unnecessary tv bloat if you already had accurate and Strong arm since at that point the chance to fail a pass are slim enough. Im also surprised neither of you brought up the possibility of Nerves of Steel. Think about it your thrower gets caught in a tackle zone or two thanks to a crafty enemy busting your cage but with NoS you can still pass the ball to your catcher with no added risk from said tackle zones. That superior AG can be used to pick up the ball from under the eyes of multiple opponents, to dodge through tackle zones and so he becomes an even greater threat. You are right that it comes at a price. Normal cheap skills and the replacement of high value players can keep your team value at an all time low. If that's what it takes to win your matches, be my guest. I did mention Nerves of Steel, perhaps not as one of the two first skills for all positions. That's what the assignment is for, to make the student think what skill makes my player better for the task I have in mind for him. Some skills work great as a combo. With Nerves of Steel, Dump off increrases in value, because the enemy does only bother you unless he can intercept. Further does the assignment ask for the first two skills, so if you have already accurate and strong arm there are no skills to pick anymore. Rolling 11 means you can pick +AG or accurate, strong arm is not an option in that case.
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Post by goodpass on Aug 7, 2015 9:13:41 GMT
Throwers are packed with useful skills like sure hands and pass, and have general and pass skills to pick from. Again we try to figure out what roles those throwers are good at to make the team complete.
We follow the same drill and give you the assignment to add two skills for the tasks of the following types of throwers.
The captain that can add a cheap re-roll. The Human Throwers: the Team Captain and Leader is undisputed - on Doubles: Strong Arm is my first pick: really reducing the difficulty of those long pass plays. While Sure Feet has to be second: good feet means reducing the risk of each GFI.
- on Normal Rolls: Leader comes to mind here: as some teams which are starved for re-rolls could really use that player to rally around when times get tough. An since we are talking about tough times wouldn't be nice if he also was as cool as a cucumber. I'm how could we go wrong with Nerves of Steel second.
- Stat Increases: You know when I about it ... cann't you this type of thrower having +STR: adding to the difficulty of tackling him/her. After all this customizing +AG still should be mentioned. As it only adds to the success of almost all of the throwers rolls.
Cann't you just see this type of thrower on a Khemri, Norse, and Orc teams. In Summary: This is not the pure passer, this is the leader whom wills his team to victory. What are your thoughts? Strong arm on his first skill makes him the designated Passer, nothing wrong with that. So if you can be flexible and make that second thrower your captain that's even better.
Leader gives you a cheap reroll that can't be taken away by a cook or bad habits, but your captain needs to be on the pitch to make it work. A cucumber with block is also cool.
Block, you are fond of block, remember? Block is great for this kind of player, you love block, this guy surely gets better if he has Block. One more time, Block.
We stick to study the building blocks of a human team in this assignment.
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Post by Nthomas on Aug 7, 2015 22:25:14 GMT
Yeah agreed ... and yes, I did make a effort to build the last three archetypes with out my beloved Block. As I was attempting to show growth versus leaning on old reliable.
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Post by goodpass on Aug 8, 2015 15:32:02 GMT
Yeah agreed ... and yes, I did make a effort to build the last three archetypes with out my beloved Block. As I was attempting to show growth versus leaning on old reliable. Block makes to have to test their armour not that often, so block makes it easier to develop further. Your love for Block is fine. If you try to raid a ballcarrier wrestle makes that job easier tough. I did mention how often those special rolls happen, so starting with basic block is not that strange. Stat increase on St or Ag being an exception for a Thrower, but Block in all other cases is good thinking.
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