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xyon
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2018-01-23 22:49:15
rating 6
2018-01-06 17:00:53
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2015-06-07 16:14:42
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2014-12-25 19:51:36
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2014-06-23 20:10:22
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2012-07-05 03:04:32
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2012-02-05 00:37:23
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2010

2010-04-08 00:50:11
rating 5.1
2012-02-05 00:37:23
19 votes, rating 3.6
Sneaky Git, needs to be even gittier
Maybe change it to be basically the fouling version of piling on, reroll armor or injury roll in exchange for going prone, then we'd see people take it!
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Comments
Posted by spinball on 2012-02-05 00:42:33
It is hard to be "sneaky" when one is on the ground.
Posted by Marcellus on 2012-02-05 00:42:34
+1
Posted by Azure on 2012-02-05 01:33:30
I would rather it be the other way. If you are caught by the ref on armor OR injury roll - then you get a 4+ roll to avoid detection.

The fluff of the skill is that it is harder to see a foul if you are sneaky. Thus a chance at RRing the ejection makes the most sense to me.
Posted by dode74 on 2012-02-05 01:54:42
One option I saw was that he goes to the KO box instead of the injury box if caught to simulate him sneaking out from the sin bin between drives.
Posted by Jasfmpgh on 2012-02-05 02:52:45
Almost any change at all would be cool. It is a horrible skill right now.
Posted by xyon on 2012-02-05 03:25:23
well "Fluff" can be changed for those who point out the fluff of the skill as it is right now. sneaky git could mean the guy has snuck weapons onto the field or built them into his armor, and they help him to injur people better when fouling, but he needs to get down and dirty to use them, thus prone.
Posted by icesmooth on 2012-02-05 03:46:51
Sneaky Git should add +1 to INJ only. Then it would be viable, do damage yet still require another skill, stacking it like CPOMB, so with DP could get +2 to INJ. I think it would add another dimension to the killer combo mentality, not an instant push of the yes! PO!

Let the chaos coaches whine...........
Posted by SvenS on 2012-02-05 08:49:44
Another rerolling injuries skill is a bad idea. Like the other suggestions here better then
Posted by Endzone on 2012-02-05 09:32:10
I think it is good that the risks for fouling are similar to the rewards - this encourages tactical rather than wholesale fouling.

Where I see that fouling should be encouraged more is with Goblins - I can imagine them spending countless hours practicing the 'dark arts' of the game whilst their Orc and Troll 'team mates' go through their blocking drills.

Rather than imprroving the skill I would bring it into play by giving it to Goblins for free (but not Hobgoblins - CD teams are fine as they are, but maybe Snotlings too). This is the approach taken for many of the games minor skills in LRB6 e.g Dump Off - Dark Elf Runners, Safe Throw - High Elf Throwers, Very Long Legs - Slann etc. and would give Goblins throughout the Oldworld the fighting (dirty) chance they deserve. Not only would this make Goblin teams a bit more viable but it would encourage a bit more variety in team selection for Chaos Pact and Orc coaches who might decide the little fella' is worth it after all!

If the skill was going to be improvedI would suggest upping it so the player can not be sent off for the armour roll even if armour is broken (so can only be sent off for doubles on the injury roll). This emphasises the 'sneaky' whilst the 'dirtiness' belongs with the Dirty Player skill.
Posted by pythrr on 2012-02-05 09:35:22
jebus

STOP saying "tactical fouling".

It is meaningless, because MY tactics are different form YOUR tactics.
Posted by Endzone on 2012-02-05 22:38:43
jebus - good point. I should have said 'situational' or 'occasional' fouling or something like that. Sorry for fummbling my words. ;)