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  1. #1
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Piling on Treeman - Breaking new ground

    If you are ever unfortunate enough to be a halfling coach, but were lucky enough to get either jump up or +mv where would piling on, diving tackle or wrestling lie in the rules as regards your roots?

    Sure, to pile on you need to stop them getting away (block BD, a standfirm backstop or a standing firm target), but how about diving tackle? That 2+ needn't even cause a turn over to be worth breaking roots.

    What say you peons?
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  2. #2
    Lesser Hivemind Node
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    You can't use any of these skills while rooted... on TT anyway :) There is always the 'Cyanide' factor to consider but I'm sure it would have been flagged up by now. It would be an exploit though.

  3. #3
    Secondary Hivemind Nexus Screwie's Avatar
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    I honestly have no idea if this works in Cyanide's game, but the CRP description of Take Root does expressly forbid any skill that allows the treeman to leave his square or place himself prone.

    It also says as soon as he's placed or knocked prone Take Root wears off. Does that happen in the video game?

    Jump Up is awesome for a treeman regardless. Replace the standard 4+ roll to stand up with a 4+ roll to stand up and throw a block, sweet.

  4. #4
    Secondary Hivemind Nexus mrpier's Avatar
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    Yupp, take root wears off if the tree gets knocked down.

  5. #5
    Secondary Hivemind Nexus Squiz's Avatar
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    Quote Originally Posted by mrpier View Post
    Yupp, take root wears off if the tree gets knocked down.
    That's why you let Treemen stand right where they are as soon as they take root and just move your players away from them.
    Forum janitor in training.

  6. #6
    Secondary Hivemind Nexus
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    Can you fireball your own tree if it gets rooted? Or chuck a halfling at it?

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