Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Happily I have 3 x Ag 4 players: Two Wights and One Werewolf.... I would like to maximize the possibility of a two-turn score whilst hopefully repelling any possible "Blitz" result:
The above pic is the nine players on the scrimmage line with the Weres nine squares behind the Ghouls.... The Wights and Zg Zombies have Guard... and the Zb Zombies have block.... Both Flesh Golems have block.... The FGs are two squares off the sidelines and the Weres are four squares from the back of the endzone....
Primarily I want my 4 Ag Were to do the pickup and hand-off to a waiting Wight who will run diagonally within two squares of the sideline and five squares further downfield (requiring one gfi).... Should I need to, a hand-off and a pass is also an option.... The FGs will stunt diagonally toward the middle to contain the opposing line against my Zombies while the Ghouls parallel and screen the Wights.... Hopefully the Zombies can smackdown/contain the line in the direction opposite the ball carrier....
What weaknesses do our resident experts see in all this? What would you change...?
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
I assume you're talking about offense, as you have all those guys on the line. Your opponent will already be set up and that's got to be the biggest modifier on your plan. I recommend that rather than planning out a generic offense, put up some common defenses that you think you're likely to see, and structure your offense around those so you have a clear understanding of your basic principles, rather than specific formations. Formations like that are very helpful on the defense, as you lack the ability to respond to opposing set-ups.
That said, I like the principle of it. Having a two-turn score is important; teams without one need to be very diligent at clock control.
Reason:''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
mattgslater wrote:I assume you're talking about offense, as you have all those guys on the line. Your opponent will already be set up and that's got to be the biggest modifier on your plan. I recommend that rather than planning out a generic offense, put up some common defenses that you think you're likely to see, and structure your offense around those so you have a clear understanding of your basic principles, rather than specific formations.
Wise words... wise words....
I was thinking of possible malf-ups in the opponent's kicking set-up this morning and agree that responses are going to dictate modifications of my offense.... But I like having a general, inter-locking plan to flex around.... I think with the way I have my Guards set up that it will be hard for the kicking team to knock me off the line or exploit a "Blitz"... or so I hope....
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
I'd just have 1 wolf back, then you have 3 players going forward that can score in 2 turns, including 1 wolf who can score from far out. 1 wolf back is quick enough to get the ball by himself for the mostpart. Another scorer where you need it may be more important.
stormmaster1 wrote:I'd just have 1 wolf back, then you have 3 players going forward that can score in 2 turns, including 1 wolf who can score from far out. 1 wolf back is quick enough to get the ball by himself for the mostpart. Another scorer where you need it may be more important.
No. I think two in the back field is the way to go. The one closest to the ball picks it up and moves back to the center of your half while the other runs as far forward as he reasonably can, and the wights each move within scoring distance. Hand off to your spare WW next turn, run him up the field and lateral to one of the waiting wights, and run the ball in.
You can even stagger the WW a bit and make one corner you would like to see the ball kicked to look less protected. A lot of players will try to put it into that corner which has the bonus effect of greatly increasing your chance of getting a touchback.
Reason:''
Big Hand:
Good for ball handling, basd for tyyyyping
It's not either-or, except maybe against Skaven, Lizards or Woodies. With MA8, you can put one WW three squares back so he can go either way, scoring in two turns without a GFI or getting anywhere in your backfield in one turn with GFIs. The other one can be in the middle, 5-7 squares back to get the ball.
Reason:''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
>They can get anywhere on my side of the field....
>Should the worst happen and the ball go to a "weird" place, one Were should be able to get it to the other with hand-off/short pass if absolutely necessary and still get the ball up the field to a wight/ghoul
>If everything does go well, then the weres will be together on one side of the field and be able to use their amazing speed to co-blitz defenders off the ball carrier
And if the ball ends up on the ground... what's better than having to wolfies to get it next turn...?
Or so I thinks....
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
The field is 15 x 26. Your half is 15 wide and 13 deep. An MA8 guy smack dab in the middle can get two into your opponent's half without a GFI (he needs 3 to be the scorer), into his own end zone to get the ball and then forward two squares, or up to the sidelines to get the ball, then one square off the sideline.
If you put him one square up from that, then he can get the ball from anywhere without a GFI and still have a single square if the ball landed on the edge, and he can still be used as your scorer with two GFIs on either turn. If you put him one square back from the middle, then he can still GFI twice both turns, or if the ball goes into the end zone, he can get up three squares. Then again, if it lands in the corner, you only get one extra square of movement.
I suspect that if you're going to have any reliability in a 2-turn score, it'll have to come off of a not-horribly-deep kick. Otherwise, it'll take you 3 turns, minimum, or a series of 3+ rolls (maybe even a 4+ pass if the ball goes horribly off). Maybe this means you should have two different backfield setups: one for when you think you can squeak in a quick TD, and one for when you need to go for the win/tie in exactly 2 turns. If you're only hoping for a 2-turn score without needing to count on it, play shallow, with your WWs 3 or 5 squares back (maybe one 3-back and one 5-back). If the ball goes really deep, you can secure it and play for the 3-turn score, while if it doesn't, you're gold. If the game hangs on a 2-turn TD, drop one or both WWs back deep (two if the opponent has a kicker, and one if they don't), like maybe 6 or 7 back, so they can still cross the line to asst/blitz/whatever if the kick goes your way. 6 back lets them blitz a guy on the line and then frenzy, or assist against a linebacker or corner two squares off, while 7 back gives you a respectable jump on a deep ball, though you still may need an ugly pass roll whatever you do.
Reason:''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Well, the best laid plans of Mercs and Men went astray... though I DID score a two turner by taking the ball off the ground and in after kicking to the opponent.... After that I was quickly down players and never really got to go to plan... though the game did go totally my way due to spectacular and LUCKY plays including an unlikely interception on my opponents turn 7... and the surprised Ghoul's handoff to Wolfman Jack for the hat-trick!
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
Yeah, I have a feeling most of your two-turners will come on defense.
Reason:''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
How do you set up your Necros on D? Do you have different setups in bashy vs. speedy teams?
Reason:''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
This is not too bad against either offense (especially if stronger than my line) is very supportive with guard (both wights and two zombies) and has enough speed to contain breakthoroughs (both wights and one were have 4ag, and the other were has dodge)... so even if I'm tied up I should have a response.... Zk is "Bootsie", the Zombie with kick.... I can press in the ghouls if necessary (and with one now being a blodger it might just be best)....
Hmm I find it easy to play necros on defence, because they are hard to contain and they can still hold up the opposing line with zombie friends or annoying fleshies. However I really find it hard to set up a solid offence. Does Anyone else have good ideas for offensive plays. The thing is that tactically I find you usually need to cage up for a while while covering the sides with potential scores. Also I find it difficult to use my wights on offence, and I want them to skill up faster. I usually play a three turner by caging up in one side, and pressing the opponent downfield, while still covering the flanks and try to contain the ballcarrier in the back. However, I feel the team could do a lot better offensively and be a greater and faster threat. Any ideas or setup you would like to share?
I'm hoping to get boh fleshies to guard soon and also the second wight, but I find it hard to control the opposing lines consisting of Orc, Nurgle, Dark Elves, Humans, Norse, High Elves