The player may attempt to move up to three extra squares rather than the normal two when Going For It (see page 20). His coach must still roll to see if the player is Knocked Down in each extra square he enters.
To many new coaches Sprint appears to be a great skill to get extra movement allowing you to score from further away, or to be able to defend better by having more range. In reality all it does is give your player an extra opportunity to fall over. If you pay attention during a game most moves by your players don’t even need to be able to do a third Go For It. Most coaches also realise that doing lots of Go For Its is a great way to either waste rerolls, make their players fall over leaving holes in your positioning and maybe even injuring your players. You generally want to avoid causing your own players to fall over, it makes life far harder for you. While a 2+ roll seems easy, doing a lot of them every turn is a recipe for disaster.
Learning good positioning of your players is a skill that will increase your win rate, combined that with rolling less dice and you are giving yourself a greater edge every match. A Go For It is probably the greatest cause of loss of Block and Dodge players too. These players are really hard to knock over compared to most, don’t make it easy for the other team by falling over. Leave doing Go For It rolls for when absolutely necessary. Good positioning of your players eliminates the need to ever require a third Go For It roll (or even any). Look for spots where you can chain push your own or the opposing players either closer or further away as desired. Combine chain pushes with Side Step can also negate the need for more movement and it is also a skill that has benefits far more often throughout a match as well.
That being said Sprint isn’t terrible and the extra movement can be useful to have, I would at least make sure you have the Sure Feet skill first though. You want to avoid burning through rerolls whenever possible and being able to do two Go For It rolls reliably is more beneficial most the time over the ability to perform a third. For the players that start with Sprint the use of it is fairly self explanatory. Bull Centaurs are the best example of players that can make good use of it. They are fairly average speed on an overall slow team, but having Sprint and Sure Feet gives the teams strongest standard player extra range. As the teams primary blitzer most often (and the most mobile if they gain Break Tackle) being able to catch up or get to the blitz target is essential.
All that being said though Sprint is one of those skills that I never will usually take, even as a late skill choice on most teams.
- Possible Extra Square of Movement
Players to take Sprint on:
As I’ve already mentioned I pretty much never take Sprint. I especially recommend not taking it on Skaven Gutter Runners. With their already game highest movement allowance they don’t need it and so it will often be a wasted skill every turn. When you can take so many other skills which will be helpful multiple times a match you are helping your opponent out more than you are yourself. If you want to score in one turn with them, learn how to do it with chain pushes and get Side Step to make it easier.
So who would I take Sprint on? The only candidates that spring to mind would be either Halflings and Goblins. These two players only have normal access to Agility skills anyway so have a much smaller pool of skills to choose from. Neither are particularly fast (though they can move through tackle zones easier than most player) so the extra movement can help on a couple of players. I wouldn’t take it first skill though, you need Sure Feet before it as I’ve said. I also wouldn’t take it on that many (at least for the first few skills). Throw Team Mate attempts can be made a bit more effective with a few Sprint players. On one who collects the ball and then goes to hand it off to the flyer and then on the thrown player as well so they can score from further out if the scatter isn’t favourable. On the whole though there are other agility skills that are more useful for most the team.
Underworld Goblins may take it on one who is designed for being thrown as well for the same reasons, though they have Skaven team mates who can get the ball to them. Skinks are the other player type who can only get agility skills. Like Halflings and Goblins though I would suggest for the first three or four skills there are more useful options. They are also fast players to start with so are going to be less likely to require Sprint.
If you are taking Sprint on any other player then it is my opinion that you are wasting a chance to get a more useful skill. Use it wisely on those players that come with it, learn and practice better positioning and you should find you never need it. I’m sure there are many out there who disagree and will try and justify it but you are never going to convince me and if I’m facing you on the field I’ll be glad you’ve chosen it. If that isn’t reason enough not to take it then I don’t know what is!