The ideal sack artist?

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Cramy
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Post by Cramy »

Warpstone wrote:
bouncergriim wrote:On this note, which do you think would be better for a ball stripping skink on doubles after SS and DT: shadowing or block?
Probably shadowing as a ST2 skink is less likely to be blitzing rather than marking the ball carrier. I think one of the upshots of the annoying skill thread was that passive rolls are particularly effective for foiling your opponent's plans.
If you already have DT, why take Shadowing? Aren't they mutually exclusive? Reading the skills description, looks like if upon a dodge, you would be able to use one of the two skills, but not both.

For a Skink, I think that Shadowing is better as the Skink has MA8 and will probably get fouled if he uses DT to get on the ground and your opponent gets away.

No doubles rolls, I would go Side Step then DT
With one doubles roll, I would go Side Step then Shadowing.

If you get another double after that, for either scenario above, get block.

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DT/shadowing rule question.

Post by bouncergriim »

I was thinking block to help the DTer stay up in a cage. You can't use DT if you are already prone or stunned. Shadowing and DT are great so that you can make the player have to roll to dodge every move and if they get away (you fail your shadow roll) then you DT them.

On a side note. what would be the order of dodge, shadow, Diving Tackle?

would it be
1. Opponent moves into doding square
2. both roll for shadowing
3. then opponent rolls dodge (for agurment sake non dodge skill elf team out of TRRs and the elf rolls a 3, can I choose to now use DT to take them down or do I have to only use shadowing?)
4. you cannot use DT

Sorry to hijack this thread and turn it into a rules question, but it seems to be a natural progression about sackers.

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Snew
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Post by Snew »

It's been answered before. Since you roll the Dodge roll from the square you're dodging to you roll Shadowing first to see if the player follows into the vacated square and then roll the Dodge roll to see if you need to use DT.

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Cramy
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Post by Cramy »

Snew wrote:It's been answered before. Since you roll the Dodge roll from the square you're dodging to you roll Shadowing first to see if the player follows into the vacated square and then roll the Dodge roll to see if you need to use DT.
Now being discussed here :
viewtopic.php?t=21381

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Post by Mad Jackal »

Frankly if they were not so expensive I'd take a wrestle, strip-ball, leap then tackle Witch Elf.


I have a serious feeling that she'd need tons of anti foul support though. Thus tying up too many team-mates to be cost effective.
But who knows ?

Anyone have any luck with a wrestling Witch Elf ?

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Post by Xeterog »

from that other thread. You roll for dodge 1st, the DT if you want to, then shadow if you are still standing (didn't DT). You can shadow a player that fails their dodge roll.
GalakStarscraper wrote:The correct order for this is:

1) Declare attempt to Dodge
2) Roll for the Dodge
3) Use Diving Tackle or not
4) Dodge may be re-rolled by team re-roll, Dodge skill, or Pro (Diving Tackle modifier if used applies to 2nd roll as well)
4) Move the player ... if he failed knock down roll AV/INJ
5) Player has left your TZ ... Shadowing triggers if the Shadowing player is still standing

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Post by Xeterog »

Mad Jackal wrote:
Anyone have any luck with a wrestling Witch Elf ?
Not a witch elf, but I've had fun with a Wrestling Gutter Runner (had leap and block as well).

Leap into the midst of a Cage and block the ball carrier. 2db Defender's choice blocks for the most part. At some point I figured up that, if I had a RR, the odds were pretty good (better than 50%) that I'd get the ball loose. (don't ask me to figure it out again tho...I'm too tired this morning)

But besides that, it was FUN to leap into a cage and try to disrupt the opposition. Didn't always work..often failed at some point, but it was entertaining.

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Post by Strider_fr »

GorTex wrote: Not a witch elf, but I've had fun with a Wrestling Gutter Runner (had leap and block as well).

Leap into the midst of a Cage and block the ball carrier. 2db Defender's choice blocks for the most part. At some point I figured up that, if I had a RR, the odds were pretty good (better than 50%) that I'd get the ball loose. (don't ask me to figure it out again tho...I'm too tired this morning)
Chances of rolling powskull, powdodge or pow on 1 die : 3/6 (50%)
Chances of rolling powskull, powdodge or pow on 2 dice : 9/36 (25%)
Chances of rolling powskull, powdodge or pow on 2 dice with a RR : 7/16 (44%)

This rat really needs Strip Ball :D !

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