
The throw team mate skill, does it ever work ????
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No, even dying to a snotling has got style, the boring (lamest) way for a goblin to go is being blocked by a ST3+ player with Block, Tackle and Mighty Blow. When that happens it's not even worth paying attention to, big whoop, that's like cheering a fish because it can swim.
The cheering part happens when said player gets knocked over and gang fouled to a -ST by the pogoer next turn, forcing your opponent to retire the irritant, no honorable death for you son. You can spend the rest of your days a broken ruin, brought there by the bottom end of a springy stick. Suck on that humiliation.
The cheering part happens when said player gets knocked over and gang fouled to a -ST by the pogoer next turn, forcing your opponent to retire the irritant, no honorable death for you son. You can spend the rest of your days a broken ruin, brought there by the bottom end of a springy stick. Suck on that humiliation.
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AG4 MA7 Sprint Gobbo went down a treat for one of my trolls... and the AG4 Sprint Gobbo went the same way, so yeahGorbad wrote:Have you guys ever noticed that AG4 Goblins apparently taste better?fen wrote:Best way for a goblin to go. Closely followed by crash-landing in the endzone with the ball and dying.Snew wrote:I always seem to get Gobbos eaten. Sayonara little Goblin. It was good knowing you.

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To the original post - yes it does work. I have only ever used halflings 4 times for one off matches for fun and once at a toruney here in the UK where I had 4 wins in the 6 games.
I thought pretty hard about the tactic of TTM and for me it is a key part of defensive strategy with Halflings as much as being a OTS. The chances of the OTS are about 1 in 10 I'd say... you gotta have the kick land ok, get the ball to the waiting fling by a tree without passing it etc etc. I did succeed once though in that tiurney and it was first ever OTS!! (since done it with Norse). Great feeling......
However, TTM for me was a big defensive strategy especially for side stepping flings.
I thought pretty hard about the tactic of TTM and for me it is a key part of defensive strategy with Halflings as much as being a OTS. The chances of the OTS are about 1 in 10 I'd say... you gotta have the kick land ok, get the ball to the waiting fling by a tree without passing it etc etc. I did succeed once though in that tiurney and it was first ever OTS!! (since done it with Norse). Great feeling......
However, TTM for me was a big defensive strategy especially for side stepping flings.
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And that one play used all the luck TTM had for the whole world for the rest of the year!!Buggrit wrote:I had an amazing 1 turn TD play using my gob lob the past weekend whilst Jimlad was at our club. Threw the gobbo down the field where he landed on his feet and then made 4 dodges and a GFI into the endzone to score. W00T!!

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Did a little bit of probability counting in a simplified scenario.
Assumptions:
- LRB 5.0
- no skills in addition to the rookie profile
- pass being done in the short pass range
- no TZs on the Big Guy
- stunty will be landing in 1 TZ
- stunty will be needing one dodge
- team RR is not used
- pick-up, hand-off, GFI not part of the probability counting
- team-mate standing in the TZ of the troll
So the sequence of rolls goes like this:
- Really Stupid (Goblin, Orc) or Bonehead (Snotling)
- Always Hungry (Goblin, Orc)
- short pass
- landing
- dodge with the possibility of skill reroll
The probabilities stand like this:
GOBLIN, ORC ca. 12.5% (i.e. lower due to Really Stupid and Always Hungry on Troll)
SNOTLING ca. 18% (i.e. lower due to Bonehead on Ogre and higher due to Titchy on the Snotling)
HALFLING ca. 22.5% (i.e. higher due to Strongarm on Treeman)
So yes, it does ever work - actually with halfling there are decent chances. Also please note that team RR has not been used (and in the most dire of circumstances it can be used also on the Big Guy). However, if you want to include pick-up (3+), hand-off (3+) and the odd GFI (2+ once) the chances fall to ca. 4.6%, 6,7%, and 8.3% respectively. On the other hand, if you manage to scatter the stunty to land in 0 TZs, the chances will increase quite dramatically to ca. 23%, 28%, and 42% (if he doesn't have to make a dodge at all).
(The scatter roll is really the major source of uncertainty but to calculate its effects many other assumptions would have to be taken into account including the assumptions about the setup (the density of players in respect to TZs and the number of dodges needed to get to the end zone), their skills, proximity of sideline etc.)
M
Assumptions:
- LRB 5.0
- no skills in addition to the rookie profile
- pass being done in the short pass range
- no TZs on the Big Guy
- stunty will be landing in 1 TZ
- stunty will be needing one dodge
- team RR is not used
- pick-up, hand-off, GFI not part of the probability counting
- team-mate standing in the TZ of the troll
So the sequence of rolls goes like this:
- Really Stupid (Goblin, Orc) or Bonehead (Snotling)
- Always Hungry (Goblin, Orc)
- short pass
- landing
- dodge with the possibility of skill reroll
The probabilities stand like this:
GOBLIN, ORC ca. 12.5% (i.e. lower due to Really Stupid and Always Hungry on Troll)
SNOTLING ca. 18% (i.e. lower due to Bonehead on Ogre and higher due to Titchy on the Snotling)
HALFLING ca. 22.5% (i.e. higher due to Strongarm on Treeman)
So yes, it does ever work - actually with halfling there are decent chances. Also please note that team RR has not been used (and in the most dire of circumstances it can be used also on the Big Guy). However, if you want to include pick-up (3+), hand-off (3+) and the odd GFI (2+ once) the chances fall to ca. 4.6%, 6,7%, and 8.3% respectively. On the other hand, if you manage to scatter the stunty to land in 0 TZs, the chances will increase quite dramatically to ca. 23%, 28%, and 42% (if he doesn't have to make a dodge at all).
(The scatter roll is really the major source of uncertainty but to calculate its effects many other assumptions would have to be taken into account including the assumptions about the setup (the density of players in respect to TZs and the number of dodges needed to get to the end zone), their skills, proximity of sideline etc.)
M
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Sweet! Thanks for the rough probability Bifi. I now feel as if I have atleast have a mild tactical justification for tossing my 'flings around (otherwise I would just use TTM for the sadistic glee of using my projectiles/players in death from above attacks on the opposition's cage).Bifi wrote:Did a little bit of probability counting in a simplified scenario.
HALFLING ca. 22.5% (i.e. higher due to Strongarm on Treeman)
M
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Sometimes it works, other times my goblins have a tendancy to plough face first into the pitch. (I've had at least one die that way and then his replacement broke his arm a couple of matches ago doing the same thing) I think I call him Lodahn not only because he looks like Wolverine but also because when he lands he faceplants and that makes him low down in the dirt. lol.
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Thanks it was of help. Still scatter is the most random thing... I'm sure folks did this countless times before me but I calculated the odds of landing in the squares marked "O" when the square marked "X" is the designated pass square.
First the distance of the scatter:
Landing exactly in the designated pass square: 4.7%
Landing in the designated pass square or adjacent square: 46.9%
And now for some specific game situations:
46.9% (including X)
probability to land on either A or B: 4.7%
56.3% (including X)
probability to land on either A or B: 4.7%
47.1% (excluding X)
probability to land on either A or B: 7.6%
40.0% (excluding X)
probability to land on either A or B: 7.6%
54.1% (excluding X)
probability to land on either A or B: 6.4%
56.3% (including X)
probability to land on either A or B: 4.7%
41.4% (including X)
probability to land on either A, B or C: 5.9%
Lastly the distances to the end zone:
61.3% (including X)
38.7% (excluding X)
15.8% (excluding X)
Legend:
_ empty space
A, B, C opposing players
X designated pass square
O marked squares, to which the probability shown applies
First the distance of the scatter:
Code: Select all
- - - - - - -
- - - - - - -
- - - - - - -
- - - X - - -
- - - - - - -
- - - - - - -
- - - - - - -
Code: Select all
- - - - - - -
- - - - - - -
- - O O O - -
- - O X O - -
- - O O O - -
- - - - - - -
- - - - - - -
And now for some specific game situations:
Code: Select all
O O O O O O O
O O O O O O O
- - - O - - -
- A - X - B -
- - - O - - -
O O O O O O O
O O O O O O O
probability to land on either A or B: 4.7%
Code: Select all
O O O O O O O
- - - O - - -
- A - O - B -
- - - X - - -
O O O O O O O
O O O O O O O
O O O O O O O
probability to land on either A or B: 4.7%
Code: Select all
O O O O O O O
- - - - - - O
- A - - B - O
- - - X - - O
O O O O O O O
O O O O O O O
O O O O O O O
probability to land on either A or B: 7.6%
Code: Select all
O O O O O O O
- - - O O O O
- A - - - - O
- - - X B - O
O O O - - - O
O O O O O O O
O O O O O O O
probability to land on either A or B: 7.6%
Code: Select all
- - - O O O O
- A - - - - O
- - - - B - O
O O O X - - O
O O O O O O O
O O O O O O O
O O O O O O O
probability to land on either A or B: 6.4%
Code: Select all
O - - - O O O
O - A - - - -
O - - - - B -
O O O X - - -
O O O O O O O
O O O O O O O
O O O O O O O
probability to land on either A or B: 4.7%
Code: Select all
O - - - O O O
O - A - - - -
O - - - - B -
O O O X - - -
- - - O O O O
- C - O O O O
- - - O O O O
probability to land on either A, B or C: 5.9%
Lastly the distances to the end zone:
Code: Select all
- - - - - - -
- - - - - - -
- - - - - - -
O O O X O O O
O O O O O O O
O O O O O O O
O O O O O O O
Code: Select all
- - - - - - -
- - - - - - -
- - - - - - -
- - - X - - -
O O O O O O O
O O O O O O O
O O O O O O O
Code: Select all
- - - - - - -
- - - - - - -
- - - - - - -
- - - X - - -
- - - - - - -
O O O O O O O
O O O O O O O
Legend:
_ empty space
A, B, C opposing players
X designated pass square
O marked squares, to which the probability shown applies
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