Interceptions

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bigallium
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Interceptions

Post by bigallium »

a suggestion to add more realism to interceptions (and no its not 'roll the pass 1st etc..' ).

Players are only eligiable to intercept the ball if part of their square is under the range ruler in the quick pass range ( i.e. near the thrower) or the same range band as the intended target.

Make an agility roll with a -1 modifier to see whether they get to the ball, applying a further-1 for each TZ the player is in. If they fail, determine the pass as normal.

If the 1st AG roll is successful then make a further agility roll to see if they catch it, but this time the only modifier being for TZs. If they suceed they catch the ball. If they fail this 2nd roll then they have only suceeded in batting the ball down, and the ball scatters 3 times from their square, as in the proceedure for a missed pass.

Both batting the ball down and a full interception are turnovers.

Design note:

This would add 3 new elements to passing

1. the bat down interception, not just all or nothing.
2. increase the likehood of some kind of interception IF your player are in position.
3. introduce the 'lobbed' pass tactic, whereby it may be worth passing over a longer distance to eliminate potential interceptors.

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Mootaz
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Re: Interceptions

Post by Mootaz »

bigallium wrote: [...] or the same range band as the intended target.
Problem is: Let's say my receiver is in the first square of Long Bomb, your Interceptor is in the Last square of Long Pass. He is next to me but not in the same range band => cannot intercept as per your proposal. I would rather specifiy number of squares the distance may be.

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bigallium
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Post by bigallium »

seen, good point.

I suppose either 2 or 3 squares would be suitable.

Or 'under the range ruler, either within the same range band or no more than 2 squares away'

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Post by Ravage »

nice idea but too complicated to be added to official rules imo (adding dice rolls and all that :). could work as a house rule though, i kind of like the "bat down" idea. the 3sq scatter means it isnt just a "oh look, i stopped the ball and now it's next to me"

bat-downs would certainly increase the weight of "safe throw" as a skill... as it is I never take it unless I have an ultra-skilled thrower who I dont want/need to take anything else on.

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DesTroy
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Post by DesTroy »

How about this, added to the existing Intercept rule. If a player misses his roll to intercept by only one, the ball is batted down and scatters 3 times from the intercepting player's square. That is to say, if an interceptor needs a 6 but rolls a 5, the pass is batted down.

It doesn't change the existing rule, but adds an extra chance for the defender to make a play. No extra dice, no extra rules about position in relation to the throwing/catching player. :D What does everyone think?

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Post by duff »

The second roll means clumsy players such as most undead, Suaruses etc are in with a shot at the batdown but have a snowflakes of actually catching - I like it!
If a bat down leaves the ball in the hands of a moving team's player does it still need to be a turnover? If not it allows some recovery (the dramatic "winger swoops on the loose ball" option IF there is a player who can swoop.

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Post by Mordredd »

DesTroy wrote:How about this, added to the existing Intercept rule. If a player misses his roll to intercept by only one, the ball is batted down and scatters 3 times from the intercepting player's square. That is to say, if an interceptor needs a 6 but rolls a 5, the pass is batted down.

It doesn't change the existing rule, but adds an extra chance for the defender to make a play. No extra dice, no extra rules about position in relation to the throwing/catching player. :D What does everyone think?
It would mean that the minimum chance of foiling a pass action is 1/3. Might be a bit too good, or it might mean that specialist throwers become the only ones to really pass much as they're the only ones with easy access to safe throw, which would become a must have skill. Gutter Runners, for example, would no longer be so good as replacement throwers on Skaven teams (which is surely a good thing).

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Post by Gorbad »

Mordredd wrote:
DesTroy wrote:How about this, added to the existing Intercept rule. If a player misses his roll to intercept by only one, the ball is batted down and scatters 3 times from the intercepting player's square. That is to say, if an interceptor needs a 6 but rolls a 5, the pass is batted down.

It doesn't change the existing rule, but adds an extra chance for the defender to make a play. No extra dice, no extra rules about position in relation to the throwing/catching player. :D What does everyone think?
It would mean that the minimum chance of foiling a pass action is 1/3. Might be a bit too good, or it might mean that specialist throwers become the only ones to really pass much as they're the only ones with easy access to safe throw, which would become a must have skill. Gutter Runners, for example, would no longer be so good as replacement throwers on Skaven teams (which is surely a good thing).
I don't consider it a bad thing to make Safe Throw a more wanted skill, increase the usability of Pass Block (see Gken's thread on PB) and in one fell swoop make throwers more wanted on Skaven and Elven teams.

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duff
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Post by duff »

It just occured to me - Pass Block could be lifted by allowing the throw-in template to be used for batdowns. If the final scatter ends with the ball in the "batter's " square, it should scatter again, you don't get a 2nd bite at this cherry!

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Post by bigallium »

just got back of holiday and caught up with your comments.

Thanks for all so far...

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Post by bigallium »

duff wrote: If a bat down leaves the ball in the hands of a moving team's player does it still need to be a turnover?
definately not IMO. This would also mean that the existing turnover rules not breached. (Also I would say that the Diving Catch skill should be able to used, but thats a seperate argument... )

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