Ogre team, Thrower development? (LRB 5)
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hmm the part about pro before block is actually interesting! As pro will allways come in handy.
And pro will be great on throwers aswell as runners and what ever position the ogres get.
And pro whould help the snot getting thrown, thus saving the RR for the landing.
As far as i can see, pro helps you on the block dices aswell. It might not be as effective as block on the block dices, but it adds to everything. pro seems like i first go IMHO. Then block.
Pro, block and surehands, ohh my...what a sweet ogre!
Pro and breaktackle on the thrower will be pretty sweet aswell.
And pro will be great on throwers aswell as runners and what ever position the ogres get.
And pro whould help the snot getting thrown, thus saving the RR for the landing.
As far as i can see, pro helps you on the block dices aswell. It might not be as effective as block on the block dices, but it adds to everything. pro seems like i first go IMHO. Then block.
Pro, block and surehands, ohh my...what a sweet ogre!
Pro and breaktackle on the thrower will be pretty sweet aswell.
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- sann0638
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I was oversimplifying with block, but I went off pro after using it with vamps. Like the idea of an ogre thrower for fun, but would never use a double for pass with a team developing to win. Which is its own kind of fun!
Also, would accurate make any difference? I thought it didn't affect fumbles, only innaccurate/accurate? Did I read that somewhere on here?
Mike
Also, would accurate make any difference? I thought it didn't affect fumbles, only innaccurate/accurate? Did I read that somewhere on here?
Mike
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Accurate would help. Consider two cases:sann0638 wrote:Also, would accurate make any difference? I thought it didn't affect fumbles, only innaccurate/accurate? Did I read that somewhere on here?
1) TTM, short range, 1TZ: Short range = +0, TTM = -1, 1TZ = -1, -2 modifier total, so a roll of 3 is now a fumble. 50% fumble chance. Add in accurate, modifier is now only -1, roll of 3 is not a fumble, 33% fumble chance.
2) Pass, long bomb: Bomb = -2, so a roll of 3 is a fumble. With accurate, the modifier is -1, 3 is not a fumble.
Any time the modifier is -1 or worse, accurate will reduce the risk of fumble. For normal passing, accurate will always help; for TTM, it will only help when the total modifier is -1 or worse. Which means all TTM passes except quick passes in 0 TZs.
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Hmm i dont like to throw a doubble for that kind of change. Besides, pro whould help better.tenwit wrote:Accurate would help. Consider two cases:sann0638 wrote:Also, would accurate make any difference? I thought it didn't affect fumbles, only innaccurate/accurate? Did I read that somewhere on here?
1) TTM, short range, 1TZ: Short range = +0, TTM = -1, 1TZ = -1, -2 modifier total, so a roll of 3 is now a fumble. 50% fumble chance. Add in accurate, modifier is now only -1, roll of 3 is not a fumble, 33% fumble chance.
2) Pass, long bomb: Bomb = -2, so a roll of 3 is a fumble. With accurate, the modifier is -1, 3 is not a fumble.
Any time the modifier is -1 or worse, accurate will reduce the risk of fumble. For normal passing, accurate will always help; for TTM, it will only help when the total modifier is -1 or worse. Which means all TTM passes except quick passes in 0 TZs.
I was oversimplifying with block, but I went off pro after using it with vamps.
A what? You started with a pro-preference, but dropped it to take block?
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- DoubleSkulls
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Pro is nearly (not quite) as good as Pass anyway since it gives a reroll on the bonehead - and that you can use it when doing things other than passing. On trolls pro & pass actually work out identical improvement to odds as Pro can help with the always hungry.
Then take strong arm for the reduced fumble chance on short passes (which is what you make almost all the time anyway). A subsequent double would be accurate to only fumble on a 1.
The downside to pro is that if you have a TRR available you'll often want to use it anyway.
Then take strong arm for the reduced fumble chance on short passes (which is what you make almost all the time anyway). A subsequent double would be accurate to only fumble on a 1.
The downside to pro is that if you have a TRR available you'll often want to use it anyway.
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Ian 'Double Skulls' Williams
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Ogres on Ogre teams don't have loner.Sherlocko wrote:Thing about ogres are that they are loners, wich makes pro as reliable as using a re-roll, while vampire have an easier time using a normal team re-roll.sann0638 wrote:I took pro on a vampire, but it ended up being just too random and unreliable.
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Ian 'Double Skulls' Williams
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