![]() ![]() A Dwarf team that is loaded with Guard and a healthy sprinkling of DT is a nightmare to play against if you're an Agile team. just to make it harder for the players they are tying up to simply dodge away. over Diving Tackle.ĭT can also be a great late-development doubles roll on players that will be doing lots of man-marking: Zombies, Dwarf Lineman, Flesh Golems, etc. And if they get more skills, I'd probably prefer things like Strip Ball, Leap, Sure Feet, Dauntless, etc. I'd rather have a High Elf Catcher with Wrestle/Block, Side Step, and Tackle much more. On other Agility Access players like Catchers it can still be a good skill, but really it's harder to justify taking Diving Tackle with them, because there are so many other potentially more useful General Skills. I've played a lot as Lizards and Ogres, and really after SS+DT there aren't really any AG skills I really want on my stunties (and the snoltings start with SS even). Diving Tackle coupled with Side Step is a wonderful combination, as otherwise they'll be more likely to just Blitz or Block the DT Player away first. Apparently older editions of the skill were written much more explicitly that it could be used on either roll and, if used on the first, would still affect any RRs.ĭiving Tackle is a wonderful skill, especially for players that are limited to only Agility Access (pretty much the stunties: Skinks, Goblins, Halflings, and Snotlings). Though I certainly agree the current wording of DT does introduce possible ambiguity as to how it works. Players who dothe hitting need Block, otherwise they will burn teamre-rolls and cause turnovers. A 2 dice block without Block is 4 timesmore likely to fail than one with Block. Block has3 effects: It massively reduces the chances of you falling over when blocking. So, for example, I fail to pick-up the ball in two tackle zones (+1 for Pick Up attempt, -2 for TZs) and I use Sure Hands or a TRR, the reroll isn't some separate die roll that is unmodified, it's still at a net -1. The most important skill for blocking is Block. So you don't have to "commit" to Diving Tackle before you see the second roll, assuming the first fails anyways.Ī point to remember is that all bonuses and penalties to a roll still apply for any reroll of that die. The "it may be used on the ReRoll" part is there to ensure that, if you opt not to use it on the first Dodge Roll (because the player failed), and they go ahead and reroll it and now succeed, you STILL CAN use Diving Tackle to now make them fail. Several page disucssion of the explanation. If you search "Diving Tackle and Dodge" in the Rules Queries section of TFF, you'll find it easily. ![]() Here's a more thorough discussion of the question I posted quite awhile back at Talk Fantasy Football when I was having trouble being certain how the skill works:ĮDIT: apparently, difficult to link to the thread. The correct, official answer is that if you use Diving Tackle on a first Dodge Roll, then if the Dodge is Re-Rolled, the -2 penalty still applies. ![]()
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