Am I the only person who doesn't like PRO?

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DoubleSkulls
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Post by DoubleSkulls »

Vargtass wrote:Statistically you would save one third of your TRs by using this scheme.
But you'd lose as you'd turnover rather than using TRR. Also your Pro choice means you haven't taken another skill - which may mean you don't need to reroll in the 1st place (e.g. Strip Ball/Tackle).

Pro's best use is on players who roll dice with no/little chance of turnovers or Big Guys.

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Balrog
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Post by Balrog »

Pro is really good for certain player types:
-Blockers who start with Block (like Troll Slayers and Wights)
-AG 2 players who may want to handle the ball (Bull Centaurs)
-Blitzers who leap into cages (Wardancers, GR w/ Leap, etc)
-Big Guys (can't use team rerolls, so why not give them Pro)

Even in the cases above it might not be the first skill choice, but Pro does have its uses.

-Balrog

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Zombie
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Post by Zombie »

Balrog wrote:-AG 2 players who may want to handle the ball (Bull Centaurs)
I'd never use anything but a team reroll for that, it's much more safe. And without a team reroll (if i've already used it that turn for example), i'd rather sit next to te ball than try to pick it up, pro or not. Besides, sure hands is available to bull centaurs you know.

I agree with your other three uses though.

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Balrog
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Post by Balrog »

The reason I listed Bull Centaur is that after they take Block and Break Tackle, Pro might be a very good choice, as it can be used for picking up the ball and dodgeing (not to mention rerolling blitzes). Yes they can get Sure Hands, but I think I would go with Pro instead.

-Balrog

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Post by Grumbledook »

i'd go tackle strip ball myself

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Zombie
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Post by Zombie »

Since bull centaurs are the top scorers on most chaos dwarf teams, sure hands also helps to cancel out strip ball. Overall, a much better choice than pro IMO. Of course, if you only use them for blitzing, that's another story. Just don't go telling me that pro is good for picking up the ball, because it's not!

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Post by Robotorz »

Hello all, my first post, so take it easy on me :o)

I my self use pro rarley. my strip ball, ag+1, pro and leap Orc-blitzer uses it quit often. Since i use him at the end of my turns on defense to jump into the pockets and cages of my opponents it helps a lot (especialy if i fail the jump(no reroll left), or if the block result is bad and i wasted the re-roll on the jump)

And i use Pro always as the 2nd skill (if i dont get doubles or strength) on my big guys. This helps a lot!

To get back to the mighty blow or pro discussion i would like to add that it depends on what you want to do.
Create a hole -> go with Pro (High Elves and other pass teams)
Create a pile of bodies -> take mighty Blow (Orcs, Chaos,...)

At least this is how i do it and in my tinny Austrian Leage (5 players and 10 Teams).

But i would never use Pro before a Team-Reroll if I have to depend on the result of my dices...
Its just good to have Pro but its bad to rely on it!

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Sushé Wakka
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Post by Sushé Wakka »

Robotorz wrote:Its just good to have Pro but its bad to rely on it!
I'm sure there's no better way to summarize the whole argument!

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Post by Darkson »

After playing 5 1/2 games with COFAB vamps in MBBL (6th game still in progress), PRO would be the 2nd skill I gave to a vamp after block, assuming they didn't get doubles or a stat increase.

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Pro

Post by Smeborg »

I like Pro. I learned to use it in the heady days of 3rd Ed., when it worked on Armour and Injury rolls. I had a Chaos Dwarf side (no Bull Centaurs then) in which all the Hobgoblins (well, all of them on the pitch) had Pro (they also had Block and Dirty Player). They were awesome.

What I noticed was that the Hobgoblins were very resilient, and particularly good at blitzing, dodging, ball handling and general scavenging (because of Pro). They annoyed the heck out of opposing coaches. Pro also works well (in my experience) on Wights and Zombie in an Undead side.

I would say that Pro is good in the following circumstances:

- As an early skill for players who only have access to General skills (but it really comes into its own when you give it to all of these players on your team). This is particularly true on a side without Throwers and/or Catchers.

- For specific player types who need it for specific skill/trait combinations (e.g. to go with Leap, Frenzy, Big Guy, Dauntless).

- As a late skill for Blitzer or Blocker types without access to Agility skills.

Hope this helps.

Cheers

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