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ArthurWynne



Joined: Sep 23, 2015

Post   Posted: Jan 17, 2026 - 11:36 Reply with quote Back to top

As I understand it, a "gotcha" skill is a skill that is a negative/frustrating experience to play against specifically because it negates good decisions or outcomes. Something good happens and then "no, oops, that didn't happen after all."
Sp00keh



Joined: Dec 06, 2011

Post   Posted: Jan 17, 2026 - 12:08 Reply with quote Back to top

"steady footing is also gazed away, right?"

Yes because it's Active
Garion



Joined: Aug 19, 2009

Post   Posted: Jan 17, 2026 - 12:09 Reply with quote Back to top

ArthurWynne wrote:
As I understand it, a "gotcha" skill is a skill that is a negative/frustrating experience to play against specifically because it negates good decisions or outcomes. Something good happens and then "no, oops, that didn't happen after all."

Correct

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Jan 17, 2026 - 12:12 Reply with quote Back to top

Thanks!
DrDeath



Joined: Mar 27, 2011

Post   Posted: Jan 17, 2026 - 12:22 Reply with quote Back to top

I like the minis but don't quite get the roster from the initial blurb. The Spike cover trumpets their passing game but they have no catchers? Maybe the lion warrior is meant to be a catcher type but it's not - as has been said above wrestle is a poor skill on a dedicated catcher :/
MattDakka



Joined: Oct 09, 2007

Post   Posted: Jan 17, 2026 - 12:28 Reply with quote Back to top

Catch is a bad skill with situational and marginal use, it's nice they don't have Catchers. Also, multi rr makes Catch even less useful than it was with 1 rr per turn.
I take Wrestle and Claw over Catch happily, they are more useful since game 1 as extra Blitzers/sackers.
They can get Wrodge faster, with starting Wrestle. After one level up it's better to have a Wrestle, Dodge player than a Catch, Dodge player. On top of that, they have AV 9+ instead of AV 8+.
With AG 2+ every player is a potential receiver, there is no need to have Catchers.
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Jan 17, 2026 - 17:36 Reply with quote Back to top

I actually like Wrestle and Claws. Nothing worse than being stuck in contact with an armor team.

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Zelmor



Joined: Sep 29, 2022

Post   Posted: Jan 17, 2026 - 17:47 Reply with quote Back to top

MattDakka wrote:
Catch is a bad skill with situational and marginal use, it's nice they don't have Catchers. Also, multi rr makes Catch even less useful than it was with 1 rr per turn.
I take Wrestle and Claw over Catch happily, they are more useful since game 1 as extra Blitzers/sackers.
They can get Wrodge faster, with starting Wrestle. After one level up it's better to have a Wrestle, Dodge player than a Catch, Dodge player. On top of that, they have AV 9+ instead of AV 8+.
With AG 2+ every player is a potential receiver, there is no need to have Catchers.


And what if they are MV7?
MattDakka



Joined: Oct 09, 2007

Post   Posted: Jan 17, 2026 - 18:02 Reply with quote Back to top

Still fine for me, they can't have everything. I prefer MA 7 Wrestle, Claw, AV 9+ hands down over MA 8, Catch, AV 8+.
Tomay



Joined: Apr 26, 2008

Post   Posted: Jan 17, 2026 - 23:47 Reply with quote Back to top

I like it. This leaves space for Pro Elves to be the flashy catching team when they're re done.

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CrisisChris



Joined: Dec 11, 2023

Post   Posted: Jan 18, 2026 - 08:37 Reply with quote Back to top

Tomay wrote:
I like it. This leaves space for Pro Elves to be the flashy catching team when they're re done.


Who knows what is going on in GW marketing, but I do not see an update of just recently published rosters soon. So Elven Union is somehow 'dead' for quite a while.

Looking at the High Elf roster I do have the feeling that it is not the classic passing approach, but they are the Bash Elfs now.

AV 9+ all over makes them quite resilient and claws help against higher AV. The rest is Elven BS. But passing is still not worth considering as more than a backup solution. So maybe re-adjusting the baseline of High Elf from 'passing squad' to 'city garisson' is needed.
DrDeath



Joined: Mar 27, 2011

Post   Posted: Jan 18, 2026 - 13:16 Reply with quote Back to top

MattDakka wrote:
Catch is a bad skill with situational and marginal use, it's nice they don't have Catchers. Also, multi rr makes Catch even less useful than it was with 1 rr per turn.
I take Wrestle and Claw over Catch happily, they are more useful since game 1 as extra Blitzers/sackers.
They can get Wrodge faster, with starting Wrestle. After one level up it's better to have a Wrestle, Dodge player than a Catch, Dodge player. On top of that, they have AV 9+ instead of AV 8+.
With AG 2+ every player is a potential receiver, there is no need to have Catchers.


Yeah I agree with all of that Matt (although with regard to Catch I agree up to a point- it's only a bad skill depending on the price. If a position basically gets a skill free based on fluff, it cannot be bad). But outside of the game dynamics I just find it odd that they declare this is a 'passing team' but then don't make a catcher position. Eh? Humans have catchers, hell even halflings do! It's peculiar. But if they are going to make one out-and-out elf passing team maybe that will be Elf Union later - as Tomay said that would be fine, there are lots of elf rosters so they all need to play a bit different
MattDakka



Joined: Oct 09, 2007

Post   Posted: Jan 18, 2026 - 13:58 Reply with quote Back to top

Well, if a default skill costs 0 TV then yes, it doesn't harm to have it (while even a 0 TV skill is bad if it takes a skill slot). I consider a skill bad when it costs some TV but it's rarely used and/or you can use a rr to have the same effect the rare times you need it.
Catch on AG 2+ is not as much useful (relatively speaking) as on an AG 3+ Human Catcher (just to make an example). Most of times an AG 2+ player won't fail to catch the ball anyway and, if they do, a rr can be used (there are some situations with 0 rrs left, but it's not a typical scenario).
Yes, I agree that, in theory, a passing team is supposed to have Catchers, but when every player has AG 2+ is not a big deal. The team is actually good at passing (with AG 2+ Pass Thrower) and at receiving (no Catchers, but blanket AG 2+).
The Lion Warriors with Wrestle and AV 9+ are tougher than AV 8+ Catchers. They can be sent forth and they are going to survive more than the Catchers, thanks to Wrestle and AV 9+. Then they can receive a pass. The Dragon Warriors can receive a pass as well.
For the passing play it's better to have a player without Catch alive ready to receive a pass, albeit without Catch, than a Catcher with lower AV, more prone to be removed by a block/blitz.
That way the passing play can be achieved, eventually. Passing is not that good if your Catchers are easily removed from the pitch.
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Jan 19, 2026 - 01:44 Reply with quote Back to top

Catch also works when it's not your turn, like on bouncing balls, so it's good on any player you'd put near the sack who's neither hitting nor carrying (even on the hitter a little bit). Admittedly this is pretty situational. It also works to receive handoffs, which is less situational.

I think it's pretty sweet for free, and at 5k as a starting skill, I'm alright with that. Also as a random at 10k on some players but not most (Slann Catchers and Skinks come to mind). In the 2025 edition, it's a whiff as an improvement, but like on a Noble Blitzer at 90k I don't mind it. (At 105k it was a joke.)

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Carthage



Joined: Mar 18, 2021

Post   Posted: Jan 19, 2026 - 04:26 Reply with quote Back to top

Catch has reasonable utility on AG3+ teams but virtually none on AG2+ teams. Your benefit from a 84% change of success to a 97% chance is a lot smaller gain than going from 67% to 89%

Since it works on handoffs, it makes catchers on AG3 teams a realistic stretch play threat even without passing.

Elves are already all stretch play threats without any skills.
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