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Would you rather...
Posted: Sun Jul 05, 2009 3:48 pm
by mattgslater
OK, so the ball is loose, and you can score. To do it, you have to pick up with one AG3 guy, and either QP or GFI to handoff to another AG3 guy. Do you declare a Pass or a Handoff? If you declare a Pass, you have a higher chance of failure, but no chance of getting hurt and a good chance of pulling in an extra SPP. If you declare a Handoff, you have no chance of getting extra SPP and a small chance of getting hurt, but you're more likely to succeed. Assume a failure puts the ball in the middle of the scrum with no clear advantage.
Assume you're playing the AG3 team (or team with AG3 non-Stunty ball-handlers) you play most. Assume these are the only two players left to act. If team race or situational factors (TRRs, relative number of players, etc) matter, explain in post.
Posted: Sun Jul 05, 2009 3:57 pm
by mattgslater
Dammit. Screwed up poll. The second of those "not sure or 50/50" is supposed to be "Pass, usually (explain in post)."
Posted: Sun Jul 05, 2009 3:59 pm
by Digger Goreman
For my money, a surer 3spp is worth more than a riskier 4spp....
Assumption: I need the TD....
If the TD is "meaningless", AND the passer requires 1spp to skill up, AND the passer can't make the TD himself... then I'll take the throw....
Posted: Sun Jul 05, 2009 4:27 pm
by Grumbledook
depends on a number of things
how well developed my team is already
is the ball handler 1spp away from a skill
do i have a reroll
what position the other teams players are in
the scoreline
if i fail it, would it be better to have the thrower standing or does it not matter
if my team is really developed i don't think the extra spp would matter that much, though i probably do the gfi most times, play the numbers
Posted: Sun Jul 05, 2009 4:42 pm
by stashman
If I'm in the lead - Always pass
If it's a tight game - probably hand-off
Posted: Sun Jul 05, 2009 7:32 pm
by mattgslater
My instinct says pass (that's how I voted), but I might handoff if it's turn 8, or if I think a failed attempt will cost me the game.
Posted: Sun Jul 05, 2009 7:35 pm
by Storch
I think the key thing missing here is context.
If it is turn 7 and I'm ahead and the ball is deep in my opponent's end of the field, then I may very well try to farm the SPP for the pass.
If the ball were three squares from my own endzone and I'm playing elves, that's a very different question.
I think you framed it in terms of the odds of things going right for you, but I tend to look at situations like this in terms of what's the worst that can happen if things go wrong and that makes it a very situational question.
Posted: Sun Jul 05, 2009 8:40 pm
by mattgslater
Elves never get there, unless there are enemy TZs involved, and usually in that case the "GFI" is a 2+ dodge that frequently also spares an Int attempt. With elves, a QP is a 2+ and a GFI on any pass shorter than Long is never a good idea. A GFI to turn an elf QP to a handoff is a 2+ that can kill you and can't earn SPP vs. a 2+ that can't kill you and can earn SPP. A GFI to turn a SP into a QP pays off a net 1/36, but it nearly doubles the chance of "fumbling" and half those fumbles are super-fumbles, with lost TZs, lost movement, reduced blocking opportunities and the chance of injury. This question really implies AG3, no Pass skill.
In response to the broader question, what are some dictating circumstances for you?
Posted: Sun Jul 05, 2009 8:49 pm
by bjorn9486
Going to agree with everyone else and say that the situation determines my action. (Winning/Losing, What turn, # of rerolls and skills on thrower/catcher)
But, I normally like to go for the pass to receive the 1 SPP.
Posted: Sun Jul 05, 2009 11:05 pm
by DoubleSkulls
Ignoring game context you should pass because you'll get SPPs faster by passing (44% chance of success vs 56%, but 4 SPPs instead of 3 - giving 1.78 SPPs rather than 1.67.
Posted: Mon Jul 06, 2009 5:53 am
by TuernRedvenom
Digger Goreman wrote:For my money, a surer 3spp is worth more than a riskier 4spp....
Assumption: I need the TD....
If the TD is "meaningless", AND the passer requires 1spp to skill up, AND the passer can't make the TD himself... then I'll take the throw....
ditto
Posted: Mon Jul 06, 2009 8:17 am
by oryxwild
at first I thought to myself, well obviously I'd hand off most of the time, assuming failure implies loss of control with the possibility of losing the game.
I'm assuming this is with no reroll, since with a reroll the gfi is probably the better way to go.
Without a reroll though, I'd seriously consider the pass because the thrower is guaranteed to be standing at the end of said action.
It's worth considering that passes into the end zone are always a big risk because it's more likely than normal to scatter outside the pitch, in which case you *really* have no idea whether or not you'll have control of the ball.
Really, I'm on the fence. I'm not sure what I'd do - probably would depend on my mood more than anything.
Posted: Mon Jul 06, 2009 2:38 pm
by Warpstone
Handoff always.
Nuffle gets you when you try to be too cute for the spps.
Posted: Mon Jul 06, 2009 3:40 pm
by zephard
Warpstone wrote:Handoff always.
Nuffle gets you when you try to be too cute for the spps.
Normally Pass, due to wanting to fumble due to Nuffle rather than the Death from Tripping that Nuffle gives me a lot of.
Posted: Mon Jul 06, 2009 4:09 pm
by mattgslater
Never underestimate the awesome power of the Vorpal Blade of Grass, especially when you lack a TRR.
How much of a factor is toughness-to-value? Are you less willing to GFI with a skilled Ghoul than with a rookie Lineman?