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skill pro - share experience
Posted: Tue May 23, 2006 2:41 pm
by matkov
Hi,
please share your experience with this skill. I'm playing BB just about 3 years and I never tested this skill so far because I didn't wanted to rely on something that have just 50% prob. of working. I see its uses with blitzer which can use it to reroll not that important pushbacks but nothing more. Maybe it is just personal taste.
Please discuss usefulness of this skill.
Posted: Tue May 23, 2006 3:02 pm
by Mootaz
This skill is great on big guys/vampires to reroll their negatraits and on troll slayers to reroll dauntless.
Posted: Tue May 23, 2006 3:08 pm
by wesleytj
i don't take it nearly as much as i used to. the idea was to use it as an emergency reroll when the rest were used up, and if the player's turn was about to be over, to use it reroll everything else, meaning arm/inj rolls.
now that we can't use it on that...
and yes, i know it's been that way for a LONG time now. point is ever since then i haven't taken pro nearly as much, nor do many others in my league.
Posted: Tue May 23, 2006 4:18 pm
by rodders
a fantastic skill take it on a blitzer after dodge and he will be almost untouchable
Posted: Tue May 23, 2006 4:47 pm
by Da_Great_MC
a fantastic skill take it on a blitzer after dodge and he will be almost untouchable
@ Rodders : What have you been smoking ? Pro doesn't improve your players "intouchability".
In our league "Pro" allows you to reroll failed armour and injury rolls, that way people have started using the skill again. It's still a very marginal skill which is hardly ever taken (we have banned Dirty Player, no combining possible).
Posted: Tue May 23, 2006 4:50 pm
by TuernRedvenom
Da_Great_MC wrote:we have banned Dirty Player
This begs the question "What have YOU been smoking???".
Dirty Player enforces Darwin's laws which state that pansy wardancers and gutter runners should die at the boot of a lowly dirty player skeleton!
Posted: Wed May 24, 2006 2:47 am
by DoubleSkulls
The main uses are players with negative traits (and big guys) for a chance at a reroll at all - and overcoming the failed negative trait rolls. Its worth noting that for a TTM play Pro is just as good as Pass on a troll - and since it has use elsewhere is much better than pass as a consequence. Pro Big guys are more likely to complete a block 2 dice action than those with Block (they are slightly more likely to turn over).
Pro is a reasonable substitute skill for players without AG access who you want to be a little more reliable at AG tasks. A good example are wights who often need to dodge/catch etc and have limited skill options otherwise (since they are general only).
Another category is blockers. Rerolling pushes can be very useful - but most blockers are better served with Block/Guard/Mighty Blow than Pro so its low priority skill for most
Finally players with Dauntless really like Pro too since you can often risk failing dauntless and then rerolling the 2 dice against block. On troll slayers their is the 2nd block to consider too (as well as the general advantage of rerolling pushes - or not if you want the crowd push

).
Posted: Wed May 24, 2006 5:04 am
by rodders
@ da great mc
the point i am trying to make is a player with block and pro has a 90% chance of putting an unskilled player down on a 2 dice block
pro on a blodging blitzer makes that player a top drawer all rounder rather than a specialist
Posted: Thu May 25, 2006 12:44 pm
by stormmaster1
problem is, your re-roll pushbacks, you know you'll get a few double skulls on the rerolls.
Posted: Fri May 26, 2006 3:51 am
by DoubleSkulls
There's another type too - War Dancers can use Pro to good effect, either on the Leap or the 1 dice block.
Using pro to reroll a push does have a degree of risk, but this game is not about risk minimisation - its about risk management. If the reward is worth it then do it.
Posted: Fri May 26, 2006 10:22 am
by Fronko
stormmaster1 wrote:problem is, your re-roll pushbacks, you know you'll get a few double skulls on the rerolls.
Yeah, but the chance to get any pow/pow-!/both down combo is way bigger ...
Posted: Fri May 26, 2006 12:27 pm
by Cramy
I agree with Ian. It's all a question of risk. Don't blindly use Pro to reroll push-backs. Only do so when you feel that making your opponent fall is important, and the risk of you falling is not too high (example: Two dice block with a player that has block).
Posted: Sun May 28, 2006 9:47 pm
by Glorian Underhill
I was in the beginning also very sceptical about pro.
Now ot is a standard skill for my dwarfs. For every dwarf I might say.
The Team re roll is burned for the gfi´s and dodges, and after the non succesfull first block on the ball carrier, there is almost the pro block with at least one pow. Believe me, I have made 108 games with my humans and their pro Blitzers and Blockers and only have knocked me down a couple of times. The carnage you can cause if you can re roll most blocks is unbelievable. Also a dodge, sprint, one die block is always more fun if you got your pro. Also here uncounted Skulls were avoided through the Pro, 4+ turned more on one occasion the skull into an pow.
I love that skill!

Posted: Sun May 28, 2006 11:12 pm
by shagga
Only on players with negative skill traits in my opinion. If you're trying to make a vital play then relying on Pro is too much of a gamble. I'd rather take sure feet, pass, dodge, etc, etc. Once you have a team at a higher tr then Pro is useless on players blitzing without Tackle/strip ball and Block anyway. Pro will give you a extra reroll per half 50% of the time but how often do you use it in reality and is it worth sacrificing a skill for.