I'll grant you the good thing about khemri is that they are hilariously inept at doing anything which doesn't involve blocking.
I'll grant you the good thing about khemri is that they are hilariously inept at doing anything which doesn't involve blocking.
I always wondered, isn't the Pass skill more useful than decent-to-high AG for long ranges?
It can be, but I think it'd depend on what your agility is to begin with. Plus higher agility has other advantages, though. Dodging, catching, intercepting, etc. You can't even use the pass skill if your player is too clumsy to get near the ball.
Unskilled AG4>Thro-Ra>Unskilled AG3 I think
Just did a bit of spreadsheet maths, which (I hope) you can see here.
Interesting.
It turns out, generally the opposite of my assumption is true - at short ranges the Pass skill serves you better than high AG. Except for AG 4 players, who when they have Pass throw better than an unskilled AG 5 at almost all ranges.
Last edited by Screwie; 22-01-2013 at 01:47 PM.
But, but, but - team rerolls...
I know a number of times, I've had to spend the TRR on a pass roll only to then fail the catch roll (yay for Dark Elves lacking the fundamentals).
Ag5 will always let you down. It's like a byelaw or something.
I think at low AG (2 or 3) then it's better to have an AG increase. At those low success percentages the chance of a rerolled dice failing are still so high. I would use an AG4 lineman as a passer over a rookie thrower on a human team, for example.
I agree the point about using a reroll earlier in the turn, but it seems to me that say half the times when this happens to me it's the result of me being greedy with blocks to farm SPP before a critical scoring action. With more self-discipline I think this would be less of an issue.
I think we've all been there! I get the impression a bit that a lot of the theoretical discussion about BB (which is great) normally assumes that things go according to plan, and often they don't. It's especially the case when talking about player builds. You often read, "You don't need skill X on player Y, it's bloat as you already have a specialist for that," but what if your specialist has been injured or is on an MNG or has been forced out of position? Granted, increasing your skillz as a coach can help with all those, but accidents still happen. This is still BB after all, and a natural 1 always fails!
Fouling lacks any of those hazards.
Just remember a 2die no block/wrestle block is a 1/9 face palm, 1/27 fot 3die, but 2 die with block/wrestle is 1/36, block/wrestle 3die is 1/216.
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@Cyber - That sounds fair enough to me!
@Helio - I would *never* do a pre-pass foul! It's, what, 1/5 or thereabouts to fail and you can't reroll it. Or have I misunderstood your point?
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