
Several people have mentioned that passing is considered a fairly non-viable option in terms of a reliable offence. It's a high risk strategy that tends to be last-minute and, as such, doesn't happen that much by many teams. There is also a feeling among some coaches that certain playstyles are not viable any more, and that the bash (and therefore running) game is dominant.
To test this I took a look at the stats from FOL for 36,780 games. The full data can be found on this spreadsheet: http://www.mediafire.com/?9ps2pbsufusm127
The stats for passing are collated on page 6. They're not properly formatted yet but they are correct and, I think, understandable (I've made some updates in my own version which I will upload at some points - it's just graphs and stuff).
To summarise for those who can't be arsed to look at the data, of 36,780 matches there were 30,710 (83.4%) which actually had passes happen successfully (there is no way to see if passes were attempted but failed). That means that each team on average makes 0.70 passes per game, or roughly two passes every 3 games. Totalpassing "yardage" was 584,264, with each "yard" being half a square. The mean length of a pass-plus-catcher-running combo is 11.3 yards, or 5-6 squares. This suggests that the passes themselves are, on average, short. That makes sense given the risks involved.
The full data is split down racially on the spreadsheet, but to summarise again the most regular passers were the elves (HE 1.91 per game for 4.5 squares, PE 1.80 for 4.6, WE 1.63 for 4.5 and DE 1.41 for 3.9). Skaven were the only other team to average more than one pass per match (1.23 for 4.6 squares). Not including ogres, flings and gobbos (their stats are skewed somwhat due to TTM counting the distance the thrown player runs towards passing distance), the team which passed least were lizards (0.14 per game for 8.5 squares), Khemri (0.16 for 9.5), Undead (0.3 for 6.8 ) and Necro (0.3 for 6.7). Also passing less than 0.5 per game were Nurgle, Dwarf, Norse and Chaos. Orcs, Amazons and Humans are closer to the average.
It's a touch harder to look at passes per drive as we can't say which drives were viable for passing and getting a score, or exactly how many drives there are in a game just from the number of TDs (a 1-1 game could be 2 or 4 drives). I suspect, though, that a lot of one-turn drives will have the "gain an SPP" pass instead of scoring attempts, so depending on your opinion on that it might be useful data. The main flaw is that it will include an extra drive when a TD is scored at the ends of turn 8 and 16 (i.e. a 3-drive game will show as a 4-drive game).
Either way, 90,775 TDs were scored in 36,780 games. As an absolute minimum every TD came from a drive, and every game gave one half where there could be a drive, so whichever is the larger number is the minimum number of passing opportunities. At maximum there was a drive per TD and 2 others per game (kick-offs) that makes for a total of between 90,775 and 164,335. With 51,646 passes made that's an average of between 0.31 and 0.56 passes per drive. The larger figure assumes every TD was made at the absolute end of a half (and therefore every TD was defensive). Since this is highly unlikely we can look at a middle figure which assumes every TD was from an offensive drive and that the team had one other offensive drive per game (either their kick-off or a post-TD drive). This figure gives us 0.40 passes per drive on average.
Again, I broke this down racially. The order in which the teams come out for this is, unsurprisingly, very similar to the "passes per game" stats.
A graph of the above can be found here:
http://i1013.photobucket.com/albums/af2 ... Passes.png
So, given that roughly 4 in 10 drives involves a pass, I don't think we can consider passing non-viable, but we can say that, on average, we can predict that the opponent is more likely to run as to pass, with considerable variation over races (highly unlikely for the undead races, much more likely for elves). That does indicate that some variation may be lacking, particularly for teams such as Undead and Necromantic (which are a hybrid team and therefore might be expected to play a more varied style) and to an extent Norse (which although quite bashy as players are a hybrid playstyle). The fact that UD and Necro pass less than Chaos, Nurgle and Dwarves is a little surprising as well, and I think that may show a lack of viability of the passing playstyle for those undead teams.
Having determined what we have we come to the difficult bit - agreeing what we want it to be. More variation than we have is the target, and improving the passing game for those teams would likely increase their options and create that variation. However, we don't want to buff the elves' passing game too much (or if we do we want it to be less than the buff for other teams so we can give an overall nerf or a counter). Similarly, we don't want to increase the odds for Chaos, Nurgle or Dwarves (or even Orcs) too much so that their playstyle changes dramatically. Aiming for an average of 0.50 with the graph a bit flatter and the hybrid teams moved towards the middle would be my ideal.
The passing mechanic consists of two rolls at the most basic level: the pass roll and the catch roll. Things which have an effect on every pass roll are: AG of the passer, range of the pass, skills on the passer (TZs and interceptions may or may not be relevant to any particular roll). Things which have an effect on every catch roll are: AG of the catcher, skills on the catcher.
Given this, the probabilities are shared equally between the passer and the catcher. An AG3 unskilled passer has a 2 in 3 chance to get a quick pass to the target, with the catcher having the same probability to catch it, giving an overall probability of 44% - chances are it will be a turnover. Give the passer the pass skill and that probability increases to 8/9 to get the pass away, but still 2/3 to catch it for an overall probability of 59%. That's not a massive increase and still a large chance of a turnover. I think that a part of the problem with this mechanic is that, no matter how good your thrower - even if he has AG5, pass, strong arm and accurate and can throw a long bomb accurately on a 2+, the catcher still has only a 2/3 chance of success if he is AG3. Compare that catcher to an AG4 one and you halve the risk of a turnover if the passer gets the pass off successfully. That's a huge difference, and a massive disincentive to pass for AG3 players without a decent dedicated catcher – something many teams have neither the capability nor the players to develop.
One way to level this playing field would be to transfer some of the catch risk to the passer - in other words, allow some of the passing skills to have an effect on the ability to catch. This already happens in a sense when the +1 modifier is added to accurate passes, but I think that this bonus should benefit skilled throwers rather than anyone in order to encourage building them.
To that end I make the following proposal:
1. Adjust the Pass skill.
This transfers the risk from the thrower to the catcher and improves the passing odds by up to 20% for low AG teams and under 10% for high AG teams. This overall improvement will require a nerf of some sort – more on that later.Pass (Passing)
A player with the Pass skill is allowed to re-roll the D6 if he throws an inaccurate pass or fumbles. Additionally, if the first pass roll succeeds then the pass has been particularly good, making it easier for the target player to catch (or the thrown player to orientate himself, and the reroll may be used on the catch or landing roll instead.
The “or landing” bit is purely thrown in as an idea. You can see from the stats how few TTM attempts work, so I thought this might be an option to buff that.
2. Remove the Catch skill. It’s rather nugatory given the above, although it does have use for handoffs, interceptions and the like, which is why the next point is in:
3. Adjust the Diving Catch skill.
The effect of this is that a skill which I rarely see (not sure about the objective frequency) is buffed considerably by mixing it with another subjectively rarely taken skill.Diving Catch (Agility)
The player is superb at diving to catch balls others cannot reach and jumping to more easily catch perfect passes. The player may add 1 to any catch roll from an accurate pass targeted to his square. In addition, the player can attempt to catch any pass, kick off or crowd throw-in, but not bouncing ball, that would land in an empty square in one of his tackle zones as if it had landed in his own square without leaving his current square. A failed catch will bounce from the Diving Catch player's square. If there are two or more players attempting to use this skill then they get in each other"s way and neither can use it.
Additionally, it also allows the player to re-roll the D6 if he drops a hand-off or fails to make an interception.
In terms of the odds, this increases the odds for passing to AG2 and 3 players while having a minimal effect on AG4 targets.
A spreadsheet of the effect on the odds of the above changes can be found here: http://www.mediafire.com/?71u8f5cbiejs37b
or in this googledoc: https://docs.google.com/spreadsheet/ccc ... XFfU3U1RXc
The top of each worksheet is the basic passing stuff for passers from AG2 to AG5, with skills added in the bit below. The overall passing odds from start to end are all headed by “AGX Catcher” from AG2 to 4 with the skills (catch or DC) in the second column of tables. The first sheet is the current odds under the current ruleset, the second is the odds under my proposals above, and the third is the change in those odds (absolute change, so a change from 40% to 60% would show up as 20).
Importantly, the odds of fumbles and missed passes stay exactly the same. The odds of the catcher dropping the pass have been reduced across the board though, although by more for low AG teams than high AG teams. Furthermore, we’ve removed a skill which is on several starting rosters. To compensate I propose the following further changes:
4. Players who start with Catch get Diving Catch instead
This will allow humans and Amazons to take full advantage while allowing the AG4 players to take advantage of any missed passes while maintaining ball-handling capability in the form of RRs for interceptions and hand-offs.
5. Increase Pass Block range to 4 squares
This is to make the use of passing a touch more difficult. If passing becomes a more popular tactic due to this then PB will itself become more useful, and a 4 square allowance will mean that a single pass-blocker may be able to become a thorn in the side of a passing team.
Because the above changes are to A and P skills this should have a small effect on the bash teams who have little ability to take them. Orcs might take a few more goblins
tl;dr version
- Some teams are passing very little at all
- Those teams are generally AG3 with A and P access players
- Adjusting Pass and Diving Catch, while removing Catch as a skill buffs passing across the board but more for lower AG players, and may lead to an increase on the uptake of those skills.
- Buffing Pass Block will nerf passing a little across the board and encourage uptake of that skill.
I will now don my flameproof suit and await the incoming

Edit for a smiley appearing where it shouldn't
