Bad landing pinballing stunty

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LordWriggly
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Bad landing pinballing stunty

Post by LordWriggly »

In our last tournament the following question was raised.
What happens when a thrown stunty lands on a player and bounces on another player and then another to finally land on an empty square?

The way I read the rules, only the first player landed on falls prone.
The other ones stay up.

A more experienced player however stated that every player you land on falls prone! Lycos, the great man himself, didn't know the answer to this question (might be the bad influence of the night before :wink: ) never having experienced this situation.

What is the right answer?

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Post by Old Man Draco »

Only the first player you land on falls prone. After that you keep scattering until you reach an empty square, but the players you might have scattered on remain standing.

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Post by dwarfrunner »

I would have said the LAST player it lands on goes prone, since you are scattering from the original sqaure three times to figure out its final square. It is the same with inaccurate throws. The ball scatters 3 squares from its original location, and only on the 3 square, do you calculate if anyone can catch it.

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Post by fen »

It's the first player. Rules > common sense

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Post by Old Man Draco »

It is not the same as with the ball and it is in the rules as well.

Scatter the player three times. I he lands on someone, knock that player down and continue to scatter. If the player scatter on another player, leave that player standing and keep scattering. This is in the Throw Team Mate section.

When you reach a free square fall down in there and make the armour and injury roll. This last part is written in the Right Stuff section.

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Post by Kheldar »

Maybe we should just divide between scatter and bounce. Scatter 3 times. If free land, if allready someone there knock him prone and "bounce" the stunty, like you would do with the ball. Every other bounce will not result in a knocked down player.

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Post by dwarfrunner »

Kheldar wrote:Maybe we should just divide between scatter and bounce. Scatter 3 times. If free land, if allready someone there knock him prone and "bounce" the stunty, like you would do with the ball. Every other bounce will not result in a knocked down player.
I think that was my mistake, I didn't specify clearly what I meant. What was said above is what I was thinking.

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Post by Duke Jan »

A shame though, I thought blood bowling meant you had to knock all 11 pins down with one halfling ;)

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Post by LordWriggly »

Duke Jan wrote:A shame though, I thought blood bowling meant you had to knock all 11 pins down with one halfling ;)
And striiiike!!!

:D

It seems my initial interpretation was the right one.
Thx for confirming it though.

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Post by DoubleSkulls »

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(i.e. he cannot land on more than one player).
You only knock over the 1st player you land on (which is the final of the 3 automatic scatter rolls). If you bounce off them onto another player then you just keep bouncing until you reach an empty square.

Personally, I'd house rule that out. Being able to knock down several players with a stunty bomb would be fun!

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Post by tenwit »

Hmm... but for fairness, you'd need to apply an injury roll to the Right Stuffer (at least) once per player knocked down. And once he's dead, further bounces are shrugged off by the standing players. The worst they can suffer at that point is a nasty stain on their tunic.
:)

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Post by Jural »

tenwit wrote:Hmm... but for fairness, you'd need to apply an injury roll to the Right Stuffer (at least) once per player knocked down. And once he's dead, further bounces are shrugged off by the standing players. The worst they can suffer at that point is a nasty stain on their tunic.
:)
Yeah, if this was the case, the orcs would have an easy cage breaking play :) As if they needed the help!

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Post by DoubleSkulls »

Jural wrote:
tenwit wrote:Hmm... but for fairness, you'd need to apply an injury roll to the Right Stuffer (at least) once per player knocked down. And once he's dead, further bounces are shrugged off by the standing players. The worst they can suffer at that point is a nasty stain on their tunic.
:)
Yeah, if this was the case, the orcs would have an easy cage breaking play :) As if they needed the help!
Unless your opponent is moronic enough to lump everyone together this is hardly reliable. Best case against a normal star cage is land on the ball carrier & 50% chance of getting one other player. That's hardly great odds when you've got a pretty low chance of hitting anyone anyway.

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Post by Jural »

Sometimes the middle of the pitch becomes a quagmire, with players being stood up and pushed etc etc...

I have seen some very dense midfields with the ball in the middle, but I guess these situations generally have both sides mixed in.

And frankly, if you knock over your own team and injure them with your goblin... that's hilarious, not a problem!

Ok, I guess I have to say the orc thing was just a gut reaction.

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Post by kwèk »

ianwilliams wrote:Unless your opponent is moronic enough to lump everyone together this is hardly reliable. Best case against a normal star cage is land on the ball carrier & 50% chance of getting one other player. That's hardly great odds when you've got a pretty low chance of hitting anyone anyway.
Yet another reason why this play should be endorsed! It's not that halflings have much of an edge except for the TTM. People are always whining halflings should just be abouth TTM and nothing else, well here is your chance to make it a bit effective specially when they lost 1 range making TTM play just a bit more hard (for 1 turning).
I played a couple tournaments where I (but not only I) played this rule wrong. It was actually a tactic to load my tree like a shotgun each time. CLICK CLICK BOOM , hitting no one much of the times, but hitting 3 players with one fling once.
You loose flings quickly, but its one of the best tactics around, with flings that is.
Anyway, sorry for the guys that lost those games because of good TTM actions... I didn't know. (and neither did you for that matter)

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