Diving Catch and handoffs

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sirsebstar
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Diving Catch and handoffs

Post by sirsebstar »

Rulequestion.
I always assumed a handoff was an accurate pass (hence the +1 on catch) much like fouling is an armour roll from blocking without the blocking. Hence the no spp.
I was informed that an handoff is not akin to an accurate pass, and hence does not activate the diving catch +1 for accurate passess.

Do you agree?

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Re: Diving Catch and handoffs

Post by lunchmoney »

A Hand Off is not a Pass so cannot be an Accurate Pass.

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Re: Diving Catch and handoffs

Post by lunchmoney »

PS. Fouling is nothing to do with blocking.

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Re: Diving Catch and handoffs

Post by lunchmoney »

Replies are short- posting on phone and I'm not sober. Sorry ;)

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Re: Diving Catch and handoffs

Post by Digger Goreman »

sirsebstar wrote:Rulequestion.
I always assumed a handoff was an accurate pass (hence the +1 on catch) much like fouling is an armour roll from blocking without the blocking. Hence the no spp.
I was informed that an handoff is not akin to an accurate pass, and hence does not activate the diving catch +1 for accurate passess.

Do you agree?
I can find nothing in the LRB6 that likens a hand off to a pass.... Diving catch is not applicable....

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Re: Diving Catch and handoffs

Post by Regash »

lunchmoney wrote:A Hand Off is not a Pass so cannot be an Accurate Pass.
That is 100 % correct.
You only have ONE pass action per turn but you can hand off and pass in the same turn.
Therefore, a hand off can never be a pass.

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Re: Diving Catch and handoffs

Post by sirsebstar »

actually you can throw a bomb which specificly states that it does not use the Pass action, but you may use all skills.
But i see what you did there.
So i reread the rules.
p13 is about catching the ball(but mentions nothing about handoffs), but handoff p20 refers to p13. However i missed the p20 bit about modifiers: Catching a hand-off +1 modifier. So with a special modifier, its not accurate therefor no Diving Catch.
I suddenly dislike the skill ;-)
Regash wrote:
lunchmoney wrote:A Hand Off is not a Pass so cannot be an Accurate Pass.
That is 100 % correct.
You only have ONE pass action per turn but you can hand off and pass in the same turn.
Therefore, a hand off can never be a pass.

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Re: Diving Catch and handoffs

Post by spubbbba »

Diving catch was for a long time a joke skill.

Under crp it is kind of useful, but really falls into the "nice to have but not worth the TV" category. If you start with it like Slann catchers do then it will help you out on occasion. But most players with agility access have better choices or might be worth firing and replacing with a rookie by that stage.

It is a shame that the passing game is not that viable, especially for AG3 teams.

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Re: Diving Catch and handoffs

Post by sann0638 »

Skill 4 or 5 on a human catcher for me.

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Diving Catch and handoffs

Post by TomB »

Sorry for the thread necro

I am going to be starting a slann team so was reading up on diving catch.

It seems to me that a player with AG5, diving catch and nerves of steel (applicable to pro elf catchers as well) will never not catch a ball, as they will always need a 1+


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Re: Diving Catch and handoffs

Post by BillyDee »

A roll of one is always a fail (as a roll of 6 is always successful, regardless of modifiers).

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Re: Diving Catch and handoffs

Post by GalakStarscraper »

TomB wrote:It seems to me that a player with AG5, diving catch and nerves of steel (applicable to pro elf catchers as well) will never not catch a ball, as they will always need a 1+
A 1 will be your only enemy.

And if you put Kickoff Return on that player ... he'll catch 95%+ of all Kick-offs that land on your side of the field on a 2+

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Diving Catch and handoffs

Post by TomB »

Thanks for the quick reply. I became confused by the catching table saying AG 6+ was a 1+ roll, and forgot a 1 always fails.




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Re: Diving Catch and handoffs

Post by Shushnik »

Just pencil in a couple extra dots on the 'one' side of your dice and you're golden.

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Re: Diving Catch and handoffs

Post by CyberedElf »

TomB wrote:It seems to me that a player with AG5, diving catch and nerves of steel (applicable to pro elf catchers as well) will never not catch a ball, as they will always need a 1+
As mentioned, a 1 always fails, but you are not accounting for the possibility of Disturbing Presence when you said "always." Four Nurgle warriors and a beast within 3 squares will still make that player need a six. Nerves of Steel ignores tackle zone modifiers, but not all modifiers.

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