Hypnotise...aargh!

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Smurf
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Hypnotise...aargh!

Post by Smurf »

First it is difficult skill to use:

Needs to pass an AG role, usually vampires, 3+
-1 per TZ, this includes the player to be hypnotised.

OK so if it works...

No TZ on player, cannot assist block or foul.

Difficult bits:
Cannot Catch, Pick Up or Pass ball. Cannot voluntarily move.

Now fouls can only be done in player's turn, Pass and voluntarily move can mainly be done in player's turn.

With the exception of Pass Block, Shadowing, Dump Off etc, these skills cannot be used.

So Hypnotised affects the player in the Hypnotic Player's turn and the Hypnotised Player's turn. If so, can the Hypnotised Player throw a block or a foul?

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Re: Hypnotise...aargh!

Post by DoubleSkulls »

Smurf wrote:-1 per TZ, this includes the player to be hypnotised.
Only other opponents. So 3+ for vamps not in anyone else's TZ.
Smurf wrote:can the Hypnotised Player throw a block or a foul?
Yes, because they are new actions.

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Re: Hypnotise...aargh!

Post by Podfrey »

Think of it as a failed Bonehead, but where the player will auto-recover as soon as he/she declares any action. Of course if the player actually has BH or RS then they'd still need to roll as normal!!!

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Smurf
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Re: Hypnotise...aargh!

Post by Smurf »

DoubleSkulls wrote:
Smurf wrote:-1 per TZ, this includes the player to be hypnotised.
Only other opponents. So 3+ for vamps not in anyone else's TZ.
Smurf wrote:can the Hypnotised Player throw a block or a foul?
Yes, because they are new actions.
Well it says -1 per TZ, straight, so standing in one will count.

The rule of 'can't do anything' until an action is declared is a bit arse.

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Re: Hypnotise...aargh!

Post by Mootaz »

Smurf wrote:Well it says -1 per TZ, straight, so standing in one will count.
Read the skill again. It says "per TZ other than the victim".

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Re: Hypnotise...aargh!

Post by Digger Goreman »

Mootaz wrote:
Smurf wrote:Well it says -1 per TZ, straight, so standing in one will count.
Read the skill again. It says "per TZ other than the victim".
Right... and, yes, it is a difficult skill to properly use... as I'm finding out....

It is good, though, for canceling guardsmen/tackle zones... opening holes/lanes for a blitz... taking away the need to dodge through that "one defender"....

Hopefully there are more creative uses that I'll learn....

(heh, heh, preventing dump-off... I like that one....)

"Look into my eyes.... You're a chicken!!!!" :lol:

(oh, and whoever posted those pieces on "putting a thrall where you want to go".... I owe you a Bloodweiser!)

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Re: Hypnotise...aargh!

Post by Smurf »

Digger Goreman wrote:
Mootaz wrote:
Smurf wrote:Well it says -1 per TZ, straight, so standing in one will count.
Read the skill again. It says "per TZ other than the victim".
Right... and, yes, it is a difficult skill to properly use... as I'm finding out....

It is good, though, for canceling guardsmen/tackle zones... opening holes/lanes for a blitz... taking away the need to dodge through that "one defender"....

Hopefully there are more creative uses that I'll learn....

(heh, heh, preventing dump-off... I like that one....)

"Look into my eyes.... You're a chicken!!!!" :lol:

(oh, and whoever posted those pieces on "putting a thrall where you want to go".... I owe you a Bloodweiser!)
That could have been me.

Another way to play is to rely on Thralls more than Vampires. Note fielding 4 vamp max may also help on reducing the munchies.

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Re: Hypnotise...aargh!

Post by Digger Goreman »

Smurf wrote:Another way to play is to rely on Thralls more than Vampires. Note fielding 4 vamp max may also help on reducing the munchies.
I went against the wisdom on the Vamp Team thread and did start 3 Fangsters... as I wanted them arranged just inside the wings and one in the middle of the backfield.... Just like linebackers/safeties.... It's worked well, so far, in covering any incursions past my Thralls.... I'm currently up to 10 Thralls and considering more... though I'm also keen on getting that 5th reroll.... So far it's not been a big issue, with me tending to bite stunned Thralls when a bloodlust turns sour....

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Re: Hypnotise...aargh!

Post by funnyfingers »

Wow vs dump off is a great idea!

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Re: Hypnotise...aargh!

Post by Ullis »

Since this thread is about tips on Hypno gaze too, I've found out that canceling assists on the opposing players turn is great too. Hypnoing a guarder (or anyone else) means that he has to activate the player first on his own turn to get to use the skill or provide an assist. Normally he'd be able to block first with another player and then the guarder/assister would be free to move elsewhere (if the block ends in a push or a knockdown). It's very annoying and eats actions from the opponent.

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Re: Hypnotise...aargh!

Post by Pagan »

Can also be used to nullify a cage/jump in and pickup a ball with much better odds. It certainly isn't the best skill in the game, but it is a skill that can be used at the end of any generic move action and causes no turnover if it fails.

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Re: Hypnotise...aargh!

Post by Smeborg »

Pagan - I agree that part of the strength of H-Gaze is that it is a "suck it and see" skill. You make the roll and see what happens. If you succeed, the options available to you for the rest of the turn are much improved.

Since the H-Gaze roll is risk-free, it is better than it might look on paper (like Stab). For the same reason, it works well on Star Players (e.g. Eldril), since you are making good use of the Star without risking a turnover with a Loner.

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