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2020-11-19 22:20:21
rating 2.3


2018-09-29 01:35:19
rating 4
2018-09-21 00:08:57
rating 5.7
2018-07-24 15:33:25
rating 4.6
2018-07-08 23:29:13
rating 6
2018-05-04 01:10:01
rating 3.9


2017-08-03 21:10:30
rating 4.3
2017-03-19 12:40:53
rating 5.3
2017-02-27 18:11:12
rating 6


2016-12-25 14:51:57
rating 5.2
2016-12-02 16:08:29
rating 3.8
2016-11-12 17:26:25
rating 5.4
2016-10-16 18:45:32
rating 2.8


2015-11-04 01:06:57
rating 3.7


2014-11-06 15:08:47
rating 6
2014-10-24 12:07:29
rating 3.1
2016-10-16 18:45:32
13 votes, rating 2.8
Making Diving Catch Slightly Less Pathetic
In all of my close to 1000 matches on fumbbl, one skill I have never seen a player with, with the exception of Jordell Freshbreeze, the Star Plyer Wardancer with whom it comes built in, is Diving Catch (DC).

The reason no coach ever takes DC is obvious - it's complete trash, a skill that will almost never get used. All it does is add another +1 to catch accurate passes, or allow catch attempt if kick, pass, or crowd throw in lands in player's tackle zone. Whether the diving ctch is successfull, the player does not move, but instead affects where the ball lands - on a successful catch it is transferred to his square, and on a failed attempt it scatters from his square.

So - trash. Not likely to be helpful often, and not a convincing game mechanic either, as even though the player is doing the diving, they stay stationary and the ball moves - quite counter intutive.

But what if the player DID move to the ball, rather than the ball to the player? This might make Diving Catch a more useful skill (but still not useful enough to get picked). The effets would be

1: A completed pass to a DC player's tacklezone could effectively add a point of movement to that player. This could open up some interesting possibilities, particularly for One Turn TD (OTTD) efforts.

Indeed, it might even be argued that is going too far, buffing DC too much and making OTTDs too easy for some teams. As an offset, I'd suggest another rule that a player can't move or take other actions in a turn once they've used DC. This might make for some exciting action as players sprint close towards the end zone, diving in to catch a glorious long bomb!

2: A completed pass to a DC player's tacklezone could allow that player to dive out of trouble, escaping marking player's tacklezones.

Would this require a seperate Dodge roll? What about Tentacles or other skills affecting, like Diving Tacke? In answer to these questions, I would suggest using the same rules as Pass Block out of turn movement.

Of course, I realise this suggested buff of Diving Catch is not actually going to happen, that even if it did it would still probably remain one of the least popular skill choices, and that this post is therefore pointless - but that's for me, that's Blood Bowl!
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Posted by CroixFer on 2016-10-16 20:32:24
Playing slanns (catchers have it built in) you find quite a few situations to use it. I found several nice ways to profit from it which I will not share now.
Would choose it before any othet? No
But once there, there are ways to use it. I am sure I would be able to think of some other useless skill.
Posted by keggiemckill on 2016-10-16 20:37:35
Ive taken it with 3 ag catchers
Posted by uzkulak on 2016-10-16 20:38:54
Try using slann, the catchers also come with it as standard - DC isnt quite as bad as you are making out. Although I agree some kind of buff wouldnt hurt...
Posted by JellyBelly on 2016-10-16 20:56:45
You make some interesting points and I like the idea of allowing the player a bonus square of movement to catch the ball. It would throw up some interesting challenges for the defending team. I was actually wondering whether DC could be combined with Pass Block, which is another very rarely-used skill.

Thing is, whatever you do, there is always going to be one skill at the bottom of the pile ..
Posted by JellyBelly on 2016-10-16 21:06:21
To avoid the issue with buffing 1-turning, you could just say that the DC move counts towards that players normal movement for the turn. OR, how about this: they don't have to make a dodge to move that one DC square (after all, they're making a controlled fall anyway), but any further movement has to be from a prone position, i.e. costing 3 squares (and they still have to take account of any TZs for the catch). Would give an interesting synergy with Jump Up?
Posted by DarthPhysicist on 2016-10-16 21:19:49
I think saying DC is okay on Slann is like saying NoS is great on Pro Elves. Sure, you'll take it when it's free, but when it's not free?
Posted by D_Arquebus on 2016-10-17 01:39:30
One Turn TDs should NOT be made any easier then they already are!

The DC skill used to allow 1 square of movement. This was changed as the headache of multiple rules interactions was painful.

It is a good skill, just a very niche one. I understand that that that means many people on here obsessed with TV efficiency will never see it as worthwhile.

A boost on top of the utility already present for AG3 players would be to allow a catch roll for a bouncing ball as well into your tz - possibly once per scattering. So easier retrieval from sacked ball carriers etc.

Otherwise, i can see why AG4 elves arent interested, and if coaches wont want to run passing plays with AG3 then leave the skill to those of us who will :)
Posted by Wreckage on 2016-10-17 04:22:14
DC is perfect for human throwers. It's a right there in the mid tier along with the largest amount of skills in the game.
Posted by tussock on 2016-10-17 09:19:22
Diving Catch and Kick-Off Return, cover a 9x9 block of pitch for a free catch.

Diving Catch on AG 3, 2+ catches, so you can pass for SPPs like elves and run 2-turn plays with a delayed pass a lot more safely.

Diving Catch to avoid intercepts, because that is much better odds.

Diving Catch to save a few loose passes, which helps the AG 3 throwers a bit.

Diving Catch and Hail Mary Pass, because it's tricky to cover that as a turnover play (HMP for your defensive thrower, eh, catch 20-square punts quite often).

Diving Catch against Bombadier, because you mostly can't even hit them. Goblins see quite a few bombs come back over time, it's nice if you can protect a big chunk of pitch from that. With an HMP bomber, you can protect against poor scatters.
Posted by mekutata on 2016-10-17 09:26:16
i had once a pure hobgoblin team score a td thanks to diving catch and hail mary pass.
i think we still lost 1-4.
Posted by Wreckage on 2016-10-17 14:33:50
To take DC because of HMP is probably the most terrible reason imaginable.
Posted by mekutata on 2016-10-17 15:59:22
the gametactic was, one hobbo with hail mary in the back, a single minotaur blitzing, all other hobbos to the front.
if the hobbo in the back with hmp also had the ball, it could work.
Posted by Azure on 2016-10-17 18:00:04
Simple change would be for DC to add +2 to the catch of an accurate pass instead of +1. It still would be a poor skill, but would add a dimension where it could see a bit more niche play.
Posted by The_Great_Gobbo on 2016-10-17 21:53:25
i tekz divin katch koz me frowerz iz so krap