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  1. #21
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Quote Originally Posted by Alistair Hutton View Post
    That sucks, that was going to be the next skill for my Strong Arm/Accurate Thrower.
    Just be glad you didn't?
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  2. #22
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    On the subject of Cyanide bugs, can someone please explain to me what the Jump Up bug is?

    Thanks

  3. #23
    Secondary Hivemind Nexus LowKey's Avatar
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    It still affects the interception no?

  4. #24
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Quote Originally Posted by LowKey View Post
    It still affects the interception no?
    I'll test later, no idea, I mostly play Undead, I only pass on turns 8 and 16 when it's of no significance.
    I'm failing to writing a blog, specifically about playing games the wrong way
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  5. #25
    Secondary Hivemind Nexus Screwie's Avatar
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    Quote Originally Posted by Everblue View Post
    On the subject of Cyanide bugs, can someone please explain to me what the Jump Up bug is?

    Thanks
    The only Jump Up bug I'm aware of is that a bombardier can Jump Up and throw a bomb in the same turn, which isn't actually allowed in the rules. Not sure if there is another.

    Quote Originally Posted by LowKey View Post
    It still affects the interception no?
    I believe so, I remember being cheated out of an interception or two in the past by Safe Throw.

  6. #26
    Secondary Hivemind Nexus Heliocentric's Avatar
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    On the bright side I learned why you might want to not reroll a pass and set pass skill to ask, so that's good.
    I'm failing to writing a blog, specifically about playing games the wrong way
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  7. #27
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    Why would you reroll it instead of let pass reroll? Dont the pluses for other skills add onto it?

  8. #28
    Secondary Hivemind Nexus Heliocentric's Avatar
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    say its innacurate on a 4 or 5, but only accurate on a 6? rerolling a 4 or 5 would lead to a high risk of fumble.
    I'm failing to writing a blog, specifically about playing games the wrong way
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  9. #29
    Network Hub potatoedoughnut's Avatar
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    Quote Originally Posted by Screwie View Post
    When did Safe Throw's anti-fumble come into the rules? LRB5/LRB6/CRP? I seem to recall Blood bowl was released initially as a LRB5 game, maybe its a skill they never updated when the rules changed?
    It looks like it came in the with CRP. The avoiding intercepts is still a good skill, especially as a passing team against another team with a dedicated pass blocker.
    Eagles may soar, but weasels don't get sucked into jet engines.

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  10. #30
    Secondary Hivemind Nexus laneford's Avatar
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    Quote Originally Posted by Screwie View Post
    It's why High Elf throwers get Accurate, plus Strong Arm/+AG if they can.
    Long Bombs that never miss on a 3+!
    I can confirm that this is amazing. My high elf thrower Vast Aire (safe throw, pass, accurate, strong arm, sure feet, sure hands) is currently miles ahead of all rivals in passing yards and completions in the RPS Open.

  11. #31
    Secondary Hivemind Nexus Screwie's Avatar
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    Okay so I've been bored and played a little SP to try out some things.

    Good news! Despite the confirmed bug, Safe Throw's anti-fumble still works most of the time, for negative modifiers for both range an tackle zones. Although I can't figure out when and why it fails, it's not completely useless.

    Bad news! Don't ever, EVER give Safe Throw to a Bombardier. Despite the wording of the rules, Safe Throw will stop your bomber from fumbling a bomb - but does NOT let you throw it again. So yeah, this causes the game to pause forever. Marvellous.

    (Unrelated but I also tried a Minotaur with Jump Up... and the Wild Animal roll does indeed get the +2 modifier if you use Jump Up to block! Neat.)

  12. #32
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    Pauses the game forever? Sounds like a feature.

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