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I really never use HMP on offense. It's more of a defensive punt. For example, I'm in a tackle zone or two - I leap in and I risk the 4+ to pick up the ball with SH, but a few 3+ dodges could be risky - but I could punt from where I'm at on a 2+ to get the ball far, far away.
I agreed that guard was the best move, but I can honestly say that HMP on a Slann team is pretty useful. I've seen it done in a local league Blood Bowl and it worked out very well.
And if you've never played HMP, give it a go sometime - at least you can say you tried it.
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I think Joe makes a great argument in weighing Guard and HMP. It's easy to see HMP's allure, punting a loose ball from an opposing cage, but first you have to get the ball loose. And for that Guard is excellent. A slann catcher is obscenely mobile, especially after it gets Dodge.
He will get hit after a cage break, but that's what you get for having only ST2. The catcher with HMP would get hit just as much after trying to grab the ball and punting it free unless you happen to catch which is unlikely at best.
Seems like Guard is the preferred choice on doubles on catchers - with HMP as outsider. But when you start up a new team, you allways fantazise about all these cool builds. I thought that with four catchers i could make one a thrower with SH, KOR and some kind of passing skill on a double. But these units would also make excellent pass blockers with PB, Catch and NOS on doubles, making them intercept on 4+ with a reroll in a throwers TZ, with a bonus chance to diving catch fumbles. And furthermore they need blodge, SS and so on to be good recievers.
Having just played one game with the team so far, it seems like we are a couple of games from realizing the dream-team
They seem like fun builds, but somebody correct me if I'm wrong...
Ferne wrote:Thx guys.
But these units would also make excellent pass blockers with PB, Catch and NOS on doubles, making them intercept on 4+ with a reroll in a throwers TZ, with a bonus chance to diving catch fumbles.
...but Diving Catch can not be used to catch bouncing balls, including fumbles. Not that 4+ PB would not be devastating enough.
I´m just starting with Slann, but with 4 Catchers Dump Of sound really interessting for me. This gives a nice opportunity for a quick offensiv play. I´ll give it a chance if my Catchers roll any doubles.
Best regards.
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I'm a big fan of dump off, but without access to the passing chart it will always be 3+ or more and because it takes place in your opponents turn you can't use RR.
dr. evil wrote:I'm a big fan of dump off, but without access to the passing chart it will always be 3+ or more and because it takes place in your opponents turn you can't use RR.
You´ll probably won´t get the nice Nerves of Steel/Dump Off-combo, but diving catch on all of your catchers could negates this problem a bit. Perhaps it works.
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If you want to play a game in our area, please feel free to contact us via our forum