Kick Off Return
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Re: Kick Off Return
Don't forget - if you take Kick-off Return, the proportion of High Kick results on the Kick-off Table will mysteriously increase...
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Smeborg the Fleshless
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Re: Kick Off Return
yes, but you can KOR with one player and go and catch the HK with another one...
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Re: Kick Off Return
Not all the time.
You do the KOR before you know the result of the kick off and if you move to the square where the ball will land then no high kick benefit.
You do the KOR before you know the result of the kick off and if you move to the square where the ball will land then no high kick benefit.
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Licensed Rules Lawyer
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Re:
You received the ball 7 times in 2 games in which you conceded a total of 1 TD? Are you sure you are using the skill rightfully?lerchey wrote:For what it's worth, I've been playing Dwarves in a local league. I took KoR at the end of last week on one of my dwarf runners (both have block, the other one has Fend).
In two games today, KoR allowed me move the runner under the ball 5 times, and directly next to it twice.
Every time the runner was under the ball, he caught it. Gave me a nice, quick ball grab, and with both runners and both blitzers in the backfield, I was able to mop up part of the opposing line, and pick which side I want to direct my cage towards.
Excellent skill. Really glad that I took it.
Won both games 2-1, and 3-0 and 5-0 in CAS.
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Re: Kick Off Return
Alternative plan:
On doubles, give it to a treeman. Watch your opponent's face as he moves 5 squares in one turn! (7 with GFIs)
On doubles, give it to a treeman. Watch your opponent's face as he moves 5 squares in one turn! (7 with GFIs)
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- daloonieshaman
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Re: Kick Off Return
so since this is a skill use and not an action the Tree does not have to Take Root to KOR?nazgob wrote:Alternative plan:
On doubles, give it to a treeman. Watch your opponent's face as he moves 5 squares in one turn! (7 with GFIs)
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- GalakStarscraper
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Re: Kick Off Return
Correct. Pass Block on a Treeman allows them to move 3 squares without rolling for Take Root (or GFI) as well when used.daloonieshaman wrote:so since this is a skill use and not an action the Tree does not have to Take Root to KOR?nazgob wrote:Alternative plan:
On doubles, give it to a treeman. Watch your opponent's face as he moves 5 squares in one turn! (7 with GFIs)
Galak
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Re: Kick Off Return
It seems to me that KoR can be used to move a third player into the widezones at kickoff, all the way up to the line of scrimmage. It may not be the intended use of the skill, but it seems legal. It may come in handy for strong side formations.
I gave the skill to my offensive Thrower on my Skaven team, and I have never regretted it. I would give this skill to at least one guy in a throwing/running position on almost any team. I may even consider it before Sure Hands if my team had at least 3-4 rerolls.
I gave the skill to my offensive Thrower on my Skaven team, and I have never regretted it. I would give this skill to at least one guy in a throwing/running position on almost any team. I may even consider it before Sure Hands if my team had at least 3-4 rerolls.
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Tu ne cede malis sed contra audentior ito.
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Re: Kick Off Return
Who would you give it to in a Chaos Pact Team? The Dark Elf? Goblin maybe? At the moment they are both my primary ball carriers til I get a lucky Agility roll on one of my Mauraders
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Re: Kick Off Return
Give it to a marauder- a normal skill roll for them- next skill extra arms if you have a million rerolls, or sure hands if you don't. Also, marauders don't have animosity.
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Tu ne cede malis sed contra audentior ito.