Improving the passing game
Posted: Tue Apr 24, 2018 10:41 pm
So I have seen in a few places that many people seem to think passing is too risky. I feel like it is fine on elves but hadn't really thought about it on ag3 teams - I just didn't pass with them if I didn't feel under pressure to do so. It does seem a shame though as Amazons, Orcs, Humans, Skaven and Norse all have throwers (I am probably forgetting a few) which largely there for Sure hands if they have it or simply not there a lot of the time. However in spite of all the comments on it it remains one of the areas I have seen the least suggested changes (maybe I just missed them but I always feel like I see so much attention elsewhere). Even on the Human Catcher thread the emphasis was on improving the catcher instead of the rules.
Initial premise: Passing with High/Pro/Wood Elves is fine
Passing with AG3 based teams is under powered - even with the relevant base skills.
So my own thoughts
As opposed to a single concept I figured I would see what others think about the issue. Feel free to argue with me that passing does not need to change or that you have a better suggestion than mine. I mostly want to theorycraft here and I am sure those more experienced can find flaws in my own potential changes but they can be amended with discussion. Maybe they Elven could use some encouragement to launch the ball a bit more.
My own thoughts on how it could be improved:
1: Give +1 to all catch attempts on all Quick/ Short Passes if the target has Catch. No bonus if it was not an accurate pass or the ball was not aimed at the receiver's square. As an alternate give the +1 to the thrower but that would give AG4 Throwers 2+ for Short throws right out of the box. Improving Catch would only give AG4 catchers a bonus if they were in a tackle zone. The issue is that a Norse or Skaven side would need to get Catch to get the improvement but they are meant to be more a running style anyway. I like that it would mean that AG3 guys are really efficient over shorter distances (lower cost but as effective as AG4) but that the true class shows over the long distances - encourages different styles of passing games.
2: The reroll from the Catch skill may be made assuming the receiver is AG4. So no benefit for AG4 Catchers but makes the AG3 ones more reliable. As above the change could be made for the Passing skill instead. Indeed it is an either or here though improving Pass would be a weird boost for Khemri though I don't think it gives them a reliable passing game! It has a clearer effect in the game in that it definitely does not affect AG4 teams. I also like that it can improve some unexpected players, like imagine a Chaos Warrior getting Catch and operating as a tight end style receiver! Certainly not optimal but it gives some incentive for a less than completely serious team to go that way and get some benefit.
3: Probably the most clunky but after a failed pass attempt or intercept (not a failed catch) give the targeted receiver (if an empty square is targeted this can't be used) 3 squares of movement before the turnover after the bouncing ball has been sorted. Dodge rolls to be made as needed. As the ball is in motion and bouncing randomly all pick ups are on a 4+ during this movement. This would allow teams to mitigate some of the danger of passing by marking the ball/ getting the ball and could be explained by a receiver altering their route as soon as they see the pass go astray (or by the thrower's feet). This could be tied to the receiver having the catch skill/having 7+MV/having not moved that turn etc. Another alternative would be to call it a dive on it approach and force each move to be towards the ball if taken.
Aside from the last one, which I just liked the image of, I tried to keep these simple as I feel like that is important. I don't think any would see AG3 passing sides become unbeatable either. Personally I like 2 the best. Easy to word, encourages a style of play and limits some of the abuse by ensuring high AG players can't use it. I am sure I have missed plenty of house rules that deal with this differently.
Initial premise: Passing with High/Pro/Wood Elves is fine
Passing with AG3 based teams is under powered - even with the relevant base skills.
So my own thoughts
As opposed to a single concept I figured I would see what others think about the issue. Feel free to argue with me that passing does not need to change or that you have a better suggestion than mine. I mostly want to theorycraft here and I am sure those more experienced can find flaws in my own potential changes but they can be amended with discussion. Maybe they Elven could use some encouragement to launch the ball a bit more.
My own thoughts on how it could be improved:
1: Give +1 to all catch attempts on all Quick/ Short Passes if the target has Catch. No bonus if it was not an accurate pass or the ball was not aimed at the receiver's square. As an alternate give the +1 to the thrower but that would give AG4 Throwers 2+ for Short throws right out of the box. Improving Catch would only give AG4 catchers a bonus if they were in a tackle zone. The issue is that a Norse or Skaven side would need to get Catch to get the improvement but they are meant to be more a running style anyway. I like that it would mean that AG3 guys are really efficient over shorter distances (lower cost but as effective as AG4) but that the true class shows over the long distances - encourages different styles of passing games.
2: The reroll from the Catch skill may be made assuming the receiver is AG4. So no benefit for AG4 Catchers but makes the AG3 ones more reliable. As above the change could be made for the Passing skill instead. Indeed it is an either or here though improving Pass would be a weird boost for Khemri though I don't think it gives them a reliable passing game! It has a clearer effect in the game in that it definitely does not affect AG4 teams. I also like that it can improve some unexpected players, like imagine a Chaos Warrior getting Catch and operating as a tight end style receiver! Certainly not optimal but it gives some incentive for a less than completely serious team to go that way and get some benefit.
3: Probably the most clunky but after a failed pass attempt or intercept (not a failed catch) give the targeted receiver (if an empty square is targeted this can't be used) 3 squares of movement before the turnover after the bouncing ball has been sorted. Dodge rolls to be made as needed. As the ball is in motion and bouncing randomly all pick ups are on a 4+ during this movement. This would allow teams to mitigate some of the danger of passing by marking the ball/ getting the ball and could be explained by a receiver altering their route as soon as they see the pass go astray (or by the thrower's feet). This could be tied to the receiver having the catch skill/having 7+MV/having not moved that turn etc. Another alternative would be to call it a dive on it approach and force each move to be towards the ball if taken.
Aside from the last one, which I just liked the image of, I tried to keep these simple as I feel like that is important. I don't think any would see AG3 passing sides become unbeatable either. Personally I like 2 the best. Easy to word, encourages a style of play and limits some of the abuse by ensuring high AG players can't use it. I am sure I have missed plenty of house rules that deal with this differently.