Safest moves (2 die blocks with non loners starting with those with wrestle/block) By doing things in the right order you can reduce the impact of a failed roll and posibly choose to not use a reroll up. That's more of a case by case basis, and I honestly think that is one of the things that separates a decent coach from a great one.ĭefinitely agree it is a case by case basis but I think you can give some guidance on what people should be considering and how to avoid needing to use rerolls as often. The grey area is when you're doing something that isn't directly crucial to a touchdown (if it is going to lead to a score, you rr, pretty straightforward) but is early in your turn and could cause positioning issues-but nothing game losing or fatal- if you don't reroll it. ![]() If you're doing a one dice block at the end of your turn, once the crucial stuff is done, that's usually a no. Equally, rerolling any dice with a loner is usually (not always, but mostly) a bad idea due to the chance of failure being so high. ![]() If you doubleskull on your first block of the game with a non-loner who has block, then thats pretty much a no brainer. Other teams, who roll very few d6, and have built in skills for the oens they do (dwarves and orcs spring to mind) have fewer rerolls, often as few as two, or even one + leader skill, as the only time they will rr is usually doubleskulls or very very crucial gfis/dodges (which, if they are using rr for regularly, theyre probably doing wrong) As to WHEN to reroll.that's a very situational thing thats hard to answer. For very very reroll-reliant teams, such as vampires and ogres, or elves pre-skillup, 3-4 is optimal. ![]() How many a team needs is a point often debated here, but the general concensus is 2-4, depending on team. You can only use one per turn :) secondly, you will find that you start with very few rerolls (depending on your team, some teams can only afford one at start, others have cheap players and so can stack them), usually gain one or two as you can afford, then often end up dropping them as you develop further and skills which give free rerolls such as dodge, catch, pro, sure hands, etc, become more prevalent. First off, 8 rerolls is pretty much the max.
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