sheepycollins
Joined: Sep 21, 2015
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  Posted:
Sep 30, 2016 - 09:22 |
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It's all in the title really, I was looking at the SL Clan skryre team and they have bombers and jezzails who come with hail mary pass as standard.
So could I pass the bomb to one of them then HMP down the field? |
_________________ Things I like and things I hate? I don't feel like telling you that. My dreams for the future? Never really thought about that. As for my hobbies... I have lots of hobbies. |
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Antithesisoftime
Joined: Aug 20, 2014
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  Posted:
Sep 30, 2016 - 09:26 |
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I believe it's possible, but I'm not sure you could use HMP to toss the bomb beyond that.
I've considered that strategy with my skyre slaves in stuntee, but never actually attempted it. |
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ahalfling
Joined: Aug 16, 2008
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  Posted:
Sep 30, 2016 - 11:17 |
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Yeah, you would have to use an actual pass action to employ HMP. I don't think there's anything preventing you from deliberately throwing the bomb at a teammate and then having the teammate re-throw it, though. |
_________________ Beat Claw, Play AV7
(Hell, I ran a forward passing orc team back in the '90s. You probably shouldn't listen to me. Ever.) |
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Rbthma
Joined: Jan 14, 2009
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  Posted:
Sep 30, 2016 - 18:21 |
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From the CRP rules:
Bombardier (Extraordinary)
A coach may choose to have a Bombardier who is not Prone or Stunned throw a bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The bomb is thrown using the rules for throwing the ball (including weather effects and the use of Hail Mary Pass), except that the player may not move or stand up before throwing it (he needs time to light the fuse!). Intercepted bomb passes are not turnovers. Fumbles or any bomb explosions that lead to a player on the active team being Knocked Down are turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball, in which case the player catching it must throw it again immediately. This is a special bonus Action that takes place out of the normal sequence of play. A player holding the ball can catch or intercept and throw a bomb. The bomb explodes when it lands in an empty square or an opportunity to catch the bomb fails or is declined(i.e., bombs don't 'bounce'). If the bomb is fumbled it explodes in the bomb thrower's square. If a bomb lands in the crowd, it explodes with no effect. When the bomb finally does explode any player in the same square is Knocked Down, and players in adjacent squares are Knocked Down on a roll of 4+. Players can be hit by a bomb and treated as Knocked Down even if they are already Prone or Stunned. Make Armour and Injury rolls for any players Knocked Down by the bomb. Casualties caused by a bomb do not count for Star Player points. |
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AutoAxpert
Joined: Oct 13, 2015
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  Posted:
Sep 30, 2016 - 18:43 |
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It should work! Definitely gonna try it my Slaves team |
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CIBBL! I swear I had a life, before! |
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Diddyboy
Joined: Dec 29, 2007
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  Posted:
Sep 30, 2016 - 18:48 |
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Dangerous and fantastic tactic! |
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mekutata
Joined: May 03, 2015
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  Posted:
Sep 30, 2016 - 18:50 |
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(he needs time to light the fuse!) i love how they wrote the manual in a way that everything makes sense and feels logical |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Sep 30, 2016 - 19:28 |
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mekutata wrote: | (he needs time to light the fuse!) i love how they wrote the manual in a way that everything makes sense and feels logical |
Interception roll before the pass roll, fumble chance increasing with the distance (instead of taking into account just tackle zone negative modifiers), choosing mutations that should be random, Vampires not scoring a TD when they move into the End Zone with the ball, logic at its finest. |
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sheepycollins
Joined: Sep 21, 2015
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  Posted:
Sep 30, 2016 - 19:43 |
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I'm making a skryre team and long range bombs incoming :p I jezzail could HMP off 2 bombs a turn if I'm very lucky :p |
_________________ Things I like and things I hate? I don't feel like telling you that. My dreams for the future? Never really thought about that. As for my hobbies... I have lots of hobbies. |
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Rbthma
Joined: Jan 14, 2009
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  Posted:
Sep 30, 2016 - 21:17 |
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sheepycollins wrote: | I'm making a skryre team and long range bombs incoming :p I jezzail could HMP off 2 bombs a turn if I'm very lucky :p |
Sounds like a recipe for lots of dead rats! A very fun recipe though |
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mekutata
Joined: May 03, 2015
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Posted:
Sep 30, 2016 - 21:30 |
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MattDakka wrote: | mekutata wrote: | (he needs time to light the fuse!) i love how they wrote the manual in a way that everything makes sense and feels logical |
Interception roll before the pass roll, fumble chance increasing with the distance (instead of taking into account just tackle zone negative modifiers), choosing mutations that should be random, Vampires not scoring a TD when they move into the End Zone with the ball, logic at its finest. |
I guess you are right regarding the dice order for passes and interceptions.
But I am sure there are professional warpstone experts regarding doping/mutations.
But could you elaborate on the vampire td part? I kinda don't understand that one. |
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Bazakastine
Joined: Mar 21, 2014
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  Posted:
Sep 30, 2016 - 21:33 |
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MattDakka wrote: | mekutata wrote: | (he needs time to light the fuse!) i love how they wrote the manual in a way that everything makes sense and feels logical |
Interception roll before the pass roll, fumble chance increasing with the distance (instead of taking into account just tackle zone negative modifiers), choosing mutations that should be random, Vampires not scoring a TD when they move into the End Zone with the ball, logic at its finest. |
The Vampire one is fine. Just think of it like Rugby rules where you have to actually touch the ball down to get a touchdown. The Vampire is so distracted he just runs through the endzone. |
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sheepycollins
Joined: Sep 21, 2015
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  Posted:
Sep 30, 2016 - 21:35 |
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Rbthma wrote: | sheepycollins wrote: | I'm making a skryre team and long range bombs incoming :p I jezzail could HMP off 2 bombs a turn if I'm very lucky :p |
Sounds like a recipe for lots of dead rats! A very fun recipe though |
Why do you think rats are so cheap? It's because they're meant to be expendable lol aslong as they kill some pesky elveses or rotten beardies it's worth it.
It's practically skaven lore to kill their own guys after all there's apparently 70 words in the skaven language for friendly fire :p |
_________________ Things I like and things I hate? I don't feel like telling you that. My dreams for the future? Never really thought about that. As for my hobbies... I have lots of hobbies. |
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sheepycollins
Joined: Sep 21, 2015
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  Posted:
Sep 30, 2016 - 21:38 |
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mekutata wrote: | MattDakka wrote: | mekutata wrote: | (he needs time to light the fuse!) i love how they wrote the manual in a way that everything makes sense and feels logical |
Interception roll before the pass roll, fumble chance increasing with the distance (instead of taking into account just tackle zone negative modifiers), choosing mutations that should be random, Vampires not scoring a TD when they move into the End Zone with the ball, logic at its finest. |
I guess you are right regarding the dice order for passes and interceptions.
But I am sure there are professional warpstone experts regarding doping/mutations.
But could you elaborate on the vampire td part? I kinda don't understand that one. |
When a vampire suffers blood lust it must feed before the end of its turn so if it has the ball and runs into the end zone but there isn't an adjacent thrall to bite they drop the ball amd don't score |
_________________ Things I like and things I hate? I don't feel like telling you that. My dreams for the future? Never really thought about that. As for my hobbies... I have lots of hobbies. |
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mekutata
Joined: May 03, 2015
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  Posted:
Sep 30, 2016 - 22:07 |
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ah okay, but i don't see much of a problem here. the bloodlust drives the vampire too crazy to think about the game anymore, so why should he even move towards the ez if there is nothing to drink?
anyway, good luck with the hmp bombs. |
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