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gus_the_hutOffline
Post subject: how dose mighty blow work?  PostPosted: Feb 13, 2009 - 07:57 AM



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hi there ime new here and have what i think is a realy dumb question.

there has been some dispute as to how the skill mighty blow and dirty player work in my local league .
it is stated on the leagues web site www.hebbl.co.uk as follows.

Mighty Blow et al - any skill which gives you the option to use it on one of two rolls, must always be specified before rolling the dice. If it is not specified, then the roll will be defaulted to the first option. e.g. Mighty Blow allows you to add 1 to the armour or injury roll. If you roll the armour before stating, it is assumed that the modifier is applied to the armour roll.

am i mad in thinking that you should be alowed to pick weather you use it on the armor or injury, after the dice have been rolled?
 
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daloonieshamanOffline
Post subject: RE: how dose mighty blow work?  PostPosted: Feb 13, 2009 - 09:52 AM



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you pick to use a skill after the dice are cast

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FranticOffline
Post subject: RE: how dose mighty blow work?  PostPosted: Feb 13, 2009 - 10:26 AM



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You dont have do specifie before the roll of the dice if you want to use the MB skill on armour or injury. You use it when you want to.

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gus_the_hutOffline
Post subject:   PostPosted: Feb 13, 2009 - 10:35 AM



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Thanks i will pass this info on Smile
 
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FranticOffline
Post subject:   PostPosted: Feb 13, 2009 - 11:40 AM



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There is a skill that you use before you start rolling the dices, Piling On. You have to place youre player prone before you make youre dice rolls. But same there, you dont have to say before the rolls if there is the armour roll or the injury roll you want to reroll.

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SpazzfistOffline
Post subject:   PostPosted: Feb 13, 2009 - 12:54 PM



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      Frantic wrote:
There is a skill that you use before you start rolling the dices, Piling On. You have to place youre player prone before you make youre dice rolls. But same there, you dont have to say before the rolls if there is the armour roll or the injury roll you want to reroll.


This is not very clearly stated.

When you make you first block and knock your opponent down you do not have to declare the use of Piling On at this time.

The use of Piling On might look like this (in each case your opponent has been knocked down by a player with Piling On)

1) you don't break armour choose to use Piling On reroll the armour

2) you do break the armour, but are not satisfied with the injury roll choose to use Piling On and then reroll the injury roll

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FranticOffline
Post subject:   PostPosted: Feb 13, 2009 - 01:18 PM



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Wow, youre right, I always asumed that, but now when i read the rules, I´ll stand corrected.

"Piling On (Strength)
The player may use this skill after he has made a block as part of one of
his Block or Blitz Actions, but only if the Piling On player is currently
standing adjacent to the victim and the victim was Knocked Down. You
may re-roll the Armour roll or Injury roll for the victim. The Piling On
player is Placed Prone in his own square -- it is assumed that he rolls
back there after flattening his opponent (do not make an Armour roll for
him as he has been cushioned by the other player!). Piling On does not
cause a turnover unless the Piling On player is carrying the ball. Piling
On cannot be used with the Stab or Chainsaw skills."

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CramyOffline
Post subject:   PostPosted: Feb 13, 2009 - 02:44 PM



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Spazzfist has it right for Piling On.

For Mighty Blow and Dirty Player, the coach choses to use the skill after the dice are rolled, as Frantic and daloonieshaman have said. This is the case for all skills that modify rolls, unless stated in the skill description. I don't have my LRB about, but I'm pretty sure that this is clearly stated in the skills section, before the skill descriptions.

For example, your player has Dirty Player and Sneaky Git. You foul a player with AV8 and roll double 4's. You can chose not to use Dirty Player, hence not break armor, hence not thrown out by the ref.

Break Tackle as another example. You dodge into a tackle zone with your Mummy (ST5, AG1) that has Break Tackle. You roll a 6 hence chose not to use the Break Tackle skill. You dodge a second time into a tackle zone and roll a 1. Failure so you chose to reroll and you roll a 3. You now chose to use Break Tackle and the result is a successful dodge.

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GalakStarscraperOffline
Post subject:   PostPosted: Feb 13, 2009 - 06:21 PM
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Cramy's description is a good one to see the advantage of declaring skills after dice rolls.
 
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AK_DaveOffline
Post subject:   PostPosted: Feb 15, 2009 - 11:24 AM



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All this is well and good, but his league has a specific house-rule which contravenes this.

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SpazzfistOffline
Post subject:   PostPosted: Feb 15, 2009 - 02:10 PM



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      AK_Dave wrote:
All this is well and good, but his league has a specific house-rule which contravenes this.


Really? You have to state using the skill before rollling the dice? So by that logic, you would also have to declare using the Dodge skill before rolling any dice.

Not to pick a fight with anyone, but that's just messed up. Diving Tackle and Piling On (among others) become pretty useless skills then.

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ApocryphaOffline
Post subject:   PostPosted: Feb 15, 2009 - 11:43 PM



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[quote="Spazzfist}Diving Tackle and Piling On (among others) become pretty useless skills then.[/quote]

Agreed. If having to dodge a gobbo through several tackle zones to get away means declaring Dodge on a roll I don't actually then need Dodge on would certainly end a teams career fast.
 
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