Galak said
Listen at this point, I'd be really happy if the Handbook included an Official Optional Rule Section in the back.
I would be very much behind that. Particularily because I will fight tooth and nail to stop the Kicking rules becoming official. But before I get into that, I will say Galak's idea is good because it would get rules which some seem to like into codified availability without forcing them onto others.
Some on this post have complained of low agility teams getting 1 extra competent ball handler. Personally, I would complain more of every speed team gaining a 1 turn scoring ability, particularily if it was 1 point for TD and 1 for a Field Goal. (Under that points sceme you would give the Skaven, Wood Elves, and every other quick team a 1 turn TD equivalent without the need to actually advance and get a lucky MV advance).
(As an aside I would consider 1 for FG and 2 for TD a simple and smart option, if forced to acept these rules at all. It is easier to keep track of and less unbalancing in terms of game effects. Also in most FG scoring games in the "real world" you get half of an unconverted try for a FG.)
As to the main gist of this thread originally, the undead and every team needs a kicker if anyone can get one. We are not talking about the ability to move the ball here (as in some teams not getting a thrower) we are talking about a new way of scoring. The fact that MV and AG count far more then ST on the kick anyway already gives the speedy teams a huge scoring advantage when kicking.
Chaos warrior has MV 5, pushes twice and ST 4 (total 11 squares on kick) meaning a 5+ kick (with AG3) then a 3+ distance to succeed.
High Elf catcher has MV 8, pushes twice and ST 3 (total 13 squares on kick) meaning 4+ kick (with AG4) and automatic distance/success.
That is not to mention the different ability of both of these players getting through the line or back field set up of the opposition to be in a position to score, where again the higher AG of the elf will win out.
Now that match up follows pretty closely for most of the strength vs the speed teams. The strength teams have a very difficult time stopping a 2 turn Td as it is. Now that is fine and good, it is the differing styles of game these two teams play. But adding a new and very potent trick to the speed teams playbook is a mistake.
I have in fact been testing these rules. Icedman is going to post the results when we finish the current season, but to lend some in game support to my arguments now I will discuss. My Chaos team has tried and failed 4 times to kick, and that with a MV 6 Chaos Warrior who is better at it then my example above. In comparison the High Elf and Skaven teams have, when they remebered the rules, kicked successfully several times and in several games to beat out the slower teams.
So to finish on a more conciliatory note, by having a official optional rule section you could have these rules for those who wish to play a rugby union style game and not cause a divide with those who do not.