Throw Team-Mate...skills - Ogre, LRB 5
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Throw Team-Mate...skills - Ogre, LRB 5
im planning to make a ogre thrower, got him niggeling injured, and thought it whould bring more jun to my game play with a thrower...
Rules
Thrower
AG roll
Thrower gets -1 for the roll
No long pass/bomb
3* Scatter, final square of scatter = hit person/ground
- if hit person = target placed prone, armor roll, snotling scatter one more time, can only hit ground from now on, if hit new target, no effect, and snotling is scattered once more, untill the snotling hits the ground.
Snotling
AG roll
-1 pr tacklezones
Failed Landing = prone + armor roll
Hit Player = prone + armor roll, (when scattered onto ground)
Skills
here comes the real question...
What skills, helps on the TTM?
Ogre (S only)
Strong arm, +1 for AG roll if throwing a "short pass"
Snotling (A only)
Catch, reroll landing?
are there any other skills that help on the TTM?
Rules
Thrower
AG roll
Thrower gets -1 for the roll
No long pass/bomb
3* Scatter, final square of scatter = hit person/ground
- if hit person = target placed prone, armor roll, snotling scatter one more time, can only hit ground from now on, if hit new target, no effect, and snotling is scattered once more, untill the snotling hits the ground.
Snotling
AG roll
-1 pr tacklezones
Failed Landing = prone + armor roll
Hit Player = prone + armor roll, (when scattered onto ground)
Skills
here comes the real question...
What skills, helps on the TTM?
Ogre (S only)
Strong arm, +1 for AG roll if throwing a "short pass"
Snotling (A only)
Catch, reroll landing?
are there any other skills that help on the TTM?
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I just posted this in the other thread but I'll put it here for completness...
pro for a 50/50 reroll,
jump-up will allow them to still move 5 squares even if they fail the landing, though with such a low AV they are likely going to be hurt and jump up is useless. (jump-up is not bad for goblins however)
Personally I'd just give the snots catch and take your chances...
For the snotling there isn't much to help,+AG makes no difference for TTM. There is also no reason to get both strong arm and accurrate. The only other skills that may apply are nerves of steel (so you can chuck the little buggers while in a crowd) and pass (reroll a fumble). But since these skills all require doubles and strong arm (which gives the most benifit) is a normal roll, I would not recommend any of them (Block is always a better doubles option)
pro for a 50/50 reroll,
jump-up will allow them to still move 5 squares even if they fail the landing, though with such a low AV they are likely going to be hurt and jump up is useless. (jump-up is not bad for goblins however)
Personally I'd just give the snots catch and take your chances...
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Sorry, no I misunderstood. Catch is useful for TTM because it lets you reroll the handoff to get the ball in the first place. The only way to reroll the landing is with a team reroll or pro.Omalley69 wrote:so catch do give them a reroll?
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Here's how I develop players for the TTM with Halfings. For this scenario, Ogres and Snots.
On a doubles roll, get Sure Hands on a Snot.
Get one or two Snots with Catch.
Ogre, if doubles are rolled, give him Pass. On a normal roll after than, give him Strong Arm. Some prefer Pro instead of Pass as it can be used for failed blocks and failed bone-head rolls as well. But you get a 50/50 chance for the reroll. Up to you though.
Use the Sure Hands Snot to pick-up the ball. That's 3+ roll with reroll. Then run and hand-off to the Catch Snot who is standing behind the Ogre, 3+ roll with reroll. The Ogre throws the Snot. With Pass and Strong Arm that's 2+ with reroll (assuming no TZs).
The landing is the tough part. 4+ roll. That's where the team reroll comes into play. You want to keep the team reroll for the landing, hence the Sure Hands and Catch skills on the Snots.
Since Snots are so slow, giving them Sprint and Sure Feet will help a lot. But a 3 skill Snot will probably be a rare thing.
One thing to consider, if possible, is to try to have as many Snots as you can on your team. That way if you develop these super Snots you don't have to put them on the field on defence to get squashed.
On a doubles roll, get Sure Hands on a Snot.
Get one or two Snots with Catch.
Ogre, if doubles are rolled, give him Pass. On a normal roll after than, give him Strong Arm. Some prefer Pro instead of Pass as it can be used for failed blocks and failed bone-head rolls as well. But you get a 50/50 chance for the reroll. Up to you though.
Use the Sure Hands Snot to pick-up the ball. That's 3+ roll with reroll. Then run and hand-off to the Catch Snot who is standing behind the Ogre, 3+ roll with reroll. The Ogre throws the Snot. With Pass and Strong Arm that's 2+ with reroll (assuming no TZs).
The landing is the tough part. 4+ roll. That's where the team reroll comes into play. You want to keep the team reroll for the landing, hence the Sure Hands and Catch skills on the Snots.
Since Snots are so slow, giving them Sprint and Sure Feet will help a lot. But a 3 skill Snot will probably be a rare thing.
One thing to consider, if possible, is to try to have as many Snots as you can on your team. That way if you develop these super Snots you don't have to put them on the field on defence to get squashed.
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Pass is slightly better on an Ogre than Pro. On trolls, because of the Always Hungry roll, the odds of a TTM play is identical with Pass & Pro.
Pro is generally more useful (since you won't TTM every turn) so the slight benefit of Pass is probably outweighed.
Also remember the thrower can move before picking up a snot - so in the traditional 1 turn attempt put the Snot to be thrown on the LOS and the Ogre 4 squares back - so he can run one square over the LOS to reduce the required range to 12 (so 7 for the short & 5 for the snot means so long as you don't go backwards on the scatter you won't need to GFI).
Pro is generally more useful (since you won't TTM every turn) so the slight benefit of Pass is probably outweighed.
Also remember the thrower can move before picking up a snot - so in the traditional 1 turn attempt put the Snot to be thrown on the LOS and the Ogre 4 squares back - so he can run one square over the LOS to reduce the required range to 12 (so 7 for the short & 5 for the snot means so long as you don't go backwards on the scatter you won't need to GFI).
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True!!! So many passing templates available on the net should be modified 'cause they put that 7th square in the short pass range...kadu-c wrote:If you make a pass straight forward, the limit between short and long ranges of the pass template crosses the 7th square (not so much but that bloody 7th square is not fully under the template). So it's only 6 squares away max for a short pass.ianwilliams wrote:so 7 for the short
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Don't follow your reasoning here. You want to make him a thrower, but you want to use a doubles roll to pick-up a blocking skill? If you want him to be a thrower, shouldn't you give him skills that will help him throw?Omalley69 wrote:nice input everyone, thx
but if i roll a double before getting strong arm ill cnsidder giving him block since he has a niggeling (the reason i make him a thrower)
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