Diving Catch & Kick Off Return?

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Marlow
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Re: Diving Catch & Kick Off Return?

Post by Marlow »

SillySod wrote:If you are having problems securing the ball then you are overstacking
I do not have a problem getting the ball, I was just looking to see if there was actually a good use for some underused skills.

Guess it will only see use on Slann teams.

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Post by mattgslater »

Oof. That's a serious step down. Who would take that? Receiving skills are seriously underpowered on non-Elves to begin with.

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Re: Diving Catch & Kick Off Return?

Post by SillySod »

Marlow wrote:
SillySod wrote:If you are having problems securing the ball then you are overstacking
I do not have a problem getting the ball, I was just looking to see if there was actually a good use for some underused skills.

Guess it will only see use on Slann teams.
Sorry, I wasnt saying that you are doing that. I was saying that if the skill combination is going to be useful to you then its because you are not protecting the ball.

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Post by GalakStarscraper »

mattgslater wrote:Oof. That's a serious step down. Who would take that? Receiving skills are seriously underpowered on non-Elves to begin with.
Huh? This is in addition to the ability to catch the ball in adjacent squares that it already has.

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Post by mattgslater »

Oh. Ok. No biggie then. That doesn't change anything I've said. DC is an ok late Catcher skill. But that also means that DC/KOR might have application on a Ghoul with even 4 improvements (those two, plus Block and either Catch or Side Step).

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Post by DoubleSkulls »

mattgslater wrote:Oh. Ok. No biggie then. That doesn't change anything I've said. DC is an ok late Catcher skill. But that also means that DC/KOR might have application on a Ghoul with even 4 improvements (those two, plus Block and either Catch or Side Step).
Wouldn't a ghoul be more likely to do block, sure hands, KoR, Catch, Diving Catch? That would obviously be the dedicated ball retriever.

I think the interesting side of this discussion is how effective KoR is at neutralising kick at the same time as demanding it.

Without kick, assuming centre square for both ball and receiver, there is a 50% chance of getting under the ball, plus a further 1/48 chance of it bouncing back to you (move 4 squares = 1/6, bounce back 1/8). Diving Catch adds a flat 1/6 to the odds of getting a catch attempt (so about 69% vs 52%).

For me that means the reduced odds kick gives in terms of ball in hand. Placed in the corner 3 squares in (so just inside the widezone) the 1/8 chance of going back to the middle plus the 2/8 straight up/across followed by a 1/8 chance of bouncing to a catch position means much better odds of getting a catch attempt without DC is down to 16%. KoR and DC more than doubles the odds getting you to about 40%.

I think all that means that KoR is a much better skill than some think. The chance of getting a catch attempt isn't great - but with good AG or skills it becomes well worth while.

However what this says to me is that againt KoR you really really want kick. A failed pick up can be a decisive event in a game - so increasing the chances of that happening is very important. Conversely KoR basically counters kick, and against teams without it gives a significant advantage.

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Post by AK_Dave »

mattgslater wrote:See... you ran out the entire skill prog for both Runners, and while you did put Diving Catch somewhere in there (76SPP for #2), you didn't put KoR in, 'cause you're not silly enough to build a combo with strictly receiving-turn application. Even then, I don't get why you'd take DC on that guy.
I have KoR on a Lineman. If he gets another 7SPP I promise to give him Diving Catch, just to use this combo once.

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Post by s031720 »

The +1 catch is nice for any (mobile) catcher, since it negates one tacklezone. The defender would have to put 2 players on you to start affect your ability to catch the ball. (not counting interception).

Id rather take this skill than Catch for a dark elf runner for instance, even though Id probably take neither.

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Post by Smeborg »

KoR is a truly awesome skill. So is Kick.

To nearly negate Kick you need two Runners/Throwers with KoR. One is not enough. (I say nearly negate, because you cannot eliminate the residual risk of a failed catch followed by a failed pick-up.)

The most obvious combos (because they start with Sure Hands):

- 2 Orc Throwers with KoR
- 2 Dwarf Runners with KoR
- 2 Human Throwers with KoR

But this can work for any team. As Ian has said, Ghouls are good for this (but why give a Runner Block nowadays when this can be negated by Wrestle?). Beastmen/Pestigors also good. Great on all Elven throwers (who can all take D/Catch as well, like Ghouls).

My preferred combo with Nurgle is 2 Pestigors with Sure Hands, KoR and Extra Arms. Trouble is, due to casualties, I never have more than one of these guys at a time.

Which just goes to prove that the tussle between Kick and KoR is neat and well balanced.

Hope this helps.

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