![]() Well, if you’re looking for a simple success/failure it looks like this: Categories Passing Skills Tags pass, passing Does it work well with the skills you already have and are there any other choices that would be more useful, for me the answer is usually yes. So consider these things if you are going to select Pass, it isn’t by any means useless. Considering the times you are kicking to the other team, around half the game it isn’t even your team in possession. Vampires especially, using a skill on a Vampire to get Pass, forgoes a lot of other skill choices (not necessarily double rolls) and you can only use Pass if he is holding the ball. ![]() There are usually a lot of choices to take for double rolls as well and most of the skills you would consider will get used far more times than having Pass would. My preference though is to go all out for the running game, taking skills which aid that will cause less use of rerolls anyway and then I can look to save one if I think I will need it for scoring quickly. Pass has synergy with these skills, they will already be picking the ball up and most likely to then be in a position to actually pass the ball. I would wait until you had a player with more dedicated ball carrying skills first, like Sure Hands and if you have Mutation access, Extra Arms. If they get further skill rolls that lead to contridicting Pass then you can end up with a wasted skill, +ST being the most uncoordinated roll that you aren’t likely to pass up. If you are going to take it, then I would wait and not select it as the first doubles on someone. The teams that need doubles to get passing skills are the more dubious cases. The fact they get passing access makes this more sensible in my opinion as you can easily get other passing skills to compliment it on future skill rolls. Helpful if you want a more reliable thrower if you need to score in two turns, especially if the ball gets kicked deep.Ĭhaos Pact Marauders may build one into a thrower as they get passing access but don’t start with a Thrower. So who actually is a candidate for it? Dark Elf Runners are one choice, they now start with Dump Off, since changing to the Runner from the previous Thrower position. I could go as far as saying that no player really needs to take it if they didn’t already start with it. Benefits:Īs most players who are going to be using it will on the whole be starting with it anyway, there aren’t many players I personally recommend taking it with. There isn’t really much more to say about the Pass skill, it’s use is specific and on the whole as it is safer to do as few rolls as possible when ball handling, passing is often avoided if at all possible. ![]() Of course if you can spare the reroll than the +1 would be preferable. It is often the base skill for players who are going to be passing as the reroll allows a greater success rate than gaining an extra +1 to the pass does. Pass will make passing the ball more successful, as well as saving team rerolls. The reason for this is that should you want to move the ball around the pitch more, passing it will get it further than you can move. Usually this player is going to be the one who is used to pick the ball up. Overview:Ī lot of teams start with a player who has the Pass skill, typically the thrower position. A player with the Pass skill is allowed to re-roll the D6 if he throws an inaccurate pass or fumbles. ![]()
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