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hail mary and diving catch
Posted: Sat Nov 06, 2004 6:47 pm
by Juggernaut
Hi guys,
I'm still thinking about my human team. how to develop them and how to make'em special.
My question is: do U use HailMaryPass+DivingCatch combo?
and which team it suites most?
In human team with 4 catchers I think it could be a nice variation. Also the 2 throwers is enough to have one with accurate, kick-off return. the other can have something diifferent.
Posted: Sun Nov 07, 2004 11:23 am
by kithor2002
Its a nice combo but didn't use it often.
Posted: Sun Nov 07, 2004 11:43 am
by Juggernaut
I heard that gobbos are using it sometimes, because of their stunty disadvantage.
Posted: Sun Nov 07, 2004 11:46 am
by kithor2002
But gobbos would be surrounded anyway.And there's a big change for the opponent that he will catch that bouncing ball.
So I would stick to the TTM tactic if I play stunty teams.
Posted: Sun Nov 07, 2004 11:59 am
by Juggernaut
do somebody know the chances of successfull HMP+DC pass?
Posted: Sun Nov 07, 2004 12:15 pm
by narkotic
I remember that there was a similar discussion about that 1.5 years ago here (!). I recall that somebody have crunched the probability, it was something around 40% (largely due to the 3x scatter).
Posted: Sun Nov 07, 2004 12:28 pm
by Juggernaut
I just calculated it

- the chance of scattering the ball onto suitable place is about 45%

but then U still have to catch it (with or without tackle zones - it differs, of course)
that doesn't sound so good
I should probably stick with the usual plan of Accurate, Strong Arm on throwers.
Posted: Sun Nov 07, 2004 1:24 pm
by narkotic
if you consider the 2+ for HMP it drops down to 38% and with the 4+ for catching an inaccurate ball the chances are 19% at then end. A TRR would be handy in this situation I guess...
Posted: Sun Nov 07, 2004 1:43 pm
by Juggernaut
in human team, U don't need TRR, because all actions are covered by skill RR - pass, and catch, too

and U can't RR scattering, of course
Posted: Sun Nov 07, 2004 5:33 pm
by Vero
Code: Select all
_|_|_|_|_
4|_|_|_|_
3|_|x|_|_
2|_|_|_|_
1|2|3|_|_
In corner after first scatter: 4/8
To original square 1/8 and to catch range 8/8
To side of player 2/8 and to catch range 5/8
To 1 1/8 to catch range 1/8
To 2 2/8 to catch range 2/8
To 3 2/8 to catch range 2/8
In side of player after first scatter: 4/8
To original square 1/8 and to catch range 8/8
To side of player 2/8 and to catch range 5/8
To corner or 3 3/8 and to catch range 3/8
To 2 or 4 2/8 and to catch range 2/8
Which adds to 29/64 ~ 45% without the bounce (which can help too).
With bounce: 253/512 ~ 49%
So it's not worth it even with bounce unless TTM cannot be tried

Posted: Sun Nov 07, 2004 8:57 pm
by mepmuff
Both Hail mary and diving catch are skills that can be useful on it's own. HMP especialy for teams with fast players. If you have a HMP player on your team and put a player within scoring range, you're opponent has to keep a defender back (or more than one on slow teams) in case you throw the ball deep. Someone with diving catch can be very useful if you have a not-so-good thrower, as there are always those times when you cant do better than a long pass or worse. Having both on your team gives you some chance to pull of the HMP to DC player, but I think that is only an emergency tactic. This might change if diving catch ever changes so you can also use it when you;re not the target.
Posted: Tue Nov 09, 2004 2:14 am
by Alesdair
I've used HMP and DiveC with my halflings...
successfully...
yes i prefer the TMM option...
but sometimes your only choice is to TTM a Diving catcher down the field (without the ball it's not a turn over if they don't land on their feet)...
and then on the next turn HMP them the ball if they are still standing... if they're not standing TTM another Dive Catcher down there, and HMP to whichever one that is standing the turn after that...
Good 2 or 3 turn TD against slow moving teams who can't get to your HMPing stunty hanging around your own backfield in the 2 turns they have... and playing 'flings' it's more reliable then a TTM oneturner... espeally as it's spread over 2 or three turns, so you have 2 or three TeamRR's to help.
but i worked out that a stunty's long pass has a better chance of being caught by a DivCatcher then a HMP to long pass range... but if the Thrower is in even one TZ, the HMP is better.