Throwing Goblins (everyone must be sick of this topic)

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GalakStarscraper
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Re: Throwing Goblins (everyone must be sick of this topic)

Post by GalakStarscraper »

Smeborg wrote:
Stout Youngblood wrote:Damn straight!!! If we believed in stats then we wouldn't play stunties.
I believe there is a point at which every team should be played in this spirit.
Agreed.

Last tournament I went to in April.

Opponent fears Deeproot in game 4 of the tournament so does not put anyone next to him on the LOS. I kick off to him. Players are moved ... and then he fails the pick up roll.

Deeproot reaches behind him ... picks up Fling and throws him down the pitch. Sticks the landing ... runs over picks up the ball ... stunty dodges twice to get away and GFI for the score.

Which is my long way of saying that the above said is absolutely true. If Stunty coaches believed in stats ... I would never try this play ... but we don't ... so we do ... and then we have you wondering how we just one turn scored on your possession. Which means Gerard ... you have to have this in mind when you play a Stunty coach or they will make you realize you should have had it in mind.

When you sit down against a stunty coach ... your first thought should be "is he playing this team because he's clueless" ... "is he playing this team because he loves doing crazy things" ... or "is he playing this team because he's a good coach looking for a challenge"

If its option #1 ... you'll roll him and get SPPs a plenty. Option #2 ... you'll probably win but will have moments where the dice play nice to him and he does things you would personally never have have tried or expected to work (and he might even win because of it). Option #3 ... you'll probably win or lose by only 1 TD (ie be prepared for it to actually be a game you have to think about to do well) and your body count will likely be as much as his at the end of the game.

Galak

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Re: Throwing Goblins (everyone must be sick of this topic)

Post by slup »

Having played in Plasmoids league (he is a major Gobbo fan) makes you more prepared for stunty attacks. He tweaked them to be more powerful.

Rule 1: always put a second TZ on the ball when picking up.
Rule 2: Make sure the big guys are guarded with TZ to prevent flying players when you are vulnerable.
Rule 3: Make 3d-blocks on the little guys or dodge will save them, especially against halflings with a chef.
Rule 4: Guard the landing area at TTM TD attempts, not deep, not up front, landing is the hardest part.
Rule 5: Gobbos hit hard with chainsaw, bombs, 2 Mighty Blow trolls and a ball and chain
Rule 6: Halflings foul a lot

A major weakness for most coaches is that they rarely play against stunty team so they do not know the dangers.

And stunty coaches believe in chance: "1 in a million to succeed? - so there is a chance, lets go for it"

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Re: Throwing Goblins (everyone must be sick of this topic)

Post by Smeborg »

I have recently begun playing Underworld for the first time. They seem to play very successfully in the "ignore the odds" style of a Stunty team. However, the players making the "impossible" play are Skaven as often as not. The team has acquired a reputation for extreme "good luck". As this seems to continue for game after game, I am more inclined to put it down to the inherent resourcefulness of the side, provided they are coached with the right attitude. Improbable plays will only succeed off if you spot them and "ignore the odds" on a regular and systematic basis. You also need to "plan" for them (play in a style that allows them to happen) in future turns.

A main reason I like Blood Bowl is because each race seems to have a style of play and attitude that every coach has to find for himself. This applies especially to the Stunty teams. And it's why every coach will find teams that suit his taste and temperament, and others that do not. Which all helps to explain the social appeal of the game.

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