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To the tune of Vitriol crying tears of impotence from the gaping wound she tore in her own face to allow her mind to explode. The Turn 1 Snow goal Range: 20-24" Theoretical chance of success: ~9% (6,707,183,616/78,364,164,096) True chance of success: −273.15°C Requirements: Friendly team receives Snow with 3 inf Skatha with 3+ inf A 3/6 kick squaddie with 1+ inf No enemy counter charge equivalent Pigs to fly The Play Deploy Snow centrally on the 10" line. Collect the ball with a 3/6 kick squaddie and pass to Skatha, bank 1 momentum (189/216 chance of success). Activate Skatha, forget all about Nature's Chill (Snow doesn't need it anyway). Snowball pass to Snow and dodge Snow 4" (1216/1296 chance of success), jog Skatha, pass the ball to Snow and dodge Snow 4" (1216/1296 chance of success). Snow is now at midline. The enemy will be so stunned at the beauty of what is occurring they will do nothing to interrupt. Activate Snow. Kick the ball, placing the marker 0.59" ahead, meaning that a distance roll of 6 will enable Snow to Ooh Ball 5" and still snap the ball. This is where the maths gets tricky. To simplify, lets assume Snow fails the kick and does not get to reroll. We need the ball to bounce more or less directly toward goal, lets say 2 results meet this requirement (2/6 chance of success). We then need a result of 2 or more (5/6 chance of success), as unless we move Snow in a perfectly straight line 20" will not be enough to get in goal range, and Snow must move directly toward the ball marker (eat a @*&£ steamforged). Following the stunning success of this move, sprint Snow 7" into range for that sweet sweet tap in. Given placement limitations, we can fairly assume Snow will be engaged and/or facing an intercept, so lets assume 1 die TN4 (3/6). Back of the net.