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Penwaaagh wrote:I still think MB will do more against any of the 3 possible opponents than Tackle would...
Have you decided who next opponent is or which skill you chose?
I'll find out what my opponent is on Sunday.
It won't be the Humans though.
So I'm either up against a bruised Pro Elf team or a rookie Nurgle team.
I'm really considering buying the Apo if I don't give up too many inducements against the elves
Skills, not sure. All depends on how this game goes I think. I don't have any skills to pick right now, so I'll decide once I know who my last 2 opponents are.
The other division, for reference sake, is Dwarf, Norse, Chaos Dwarf, Dark Elf, Necro and Chaos Pact
That seals it. Mighty Blow is your best choice, and it's not close. Both PEs and rookie Nurgle are really, really vulnerable to Mighty Blow. Sic him on the schmuckiest guys you can find, Journeymen and Rotters and whatnot. Opponents can't up-prioritize those guys, they can't protect 'em, and your goal is to turn that into an early numerical advantage against an 11-man squad. Even better, go after the guy with Guard, Kick, or Dirty Player.
Humans with 4 Catchers, I'd go for Tackle: it'll create a target-rich environment. But while Tackle is okay against the Pro Elves, it really depends on how many studs vs. schmoes they've got, and if they're beat-up, you can quickly dominate them with a better SPP potential by taking the MB route. You can still lose games like that, because a few studly elves can do anything with a little luck. Use your BOBs to lock out key routes; they'll tend to be free, if you give them at least minimal support. Nurgle don't care about your Tackle, and winning the Guard war is hard to capitalize on, because they'll get their mismatches (given your lack of BOBbage), and also because the key to beating them is by going after the ST3/AV8 pieces. Being down on BOBs is no big deal; just try really hard to keep your Journeymen on the strong guys (esp Beast) and your Blitzers and Thrower on the Pest and Rotters. Use the two BOBs like a Pest of sorts, for when you need to blitz without using an action to assist, or when you absolutely must smack a Warrior or the Beast and can't get the same dice with a Block player.
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 league threw a curveball at me as the Nurgle Coach backed out before playing any games and he was replaced with a very skilled Necro coach. So it was Orcs minus 2 BoBs vs a Necro team that had a werewolf with block.
I decided to buy the Apothecary as the addition of Claw increased my risk of death or retirement and I figured I would be ok being (potentially) down 2 Black Orcs against the Elves or Humans.
The Apothecary went unused, but a Black Orc did suffer a BH, so I'm glad I had the insurance policy.
My Orcs won 1-0 in a grind of a game. I chose to kick, popped the ball loose around turn 5 and got held up trying to turn it into a defensive touchdown. When I got the ball in the 2nd half, I broke the thrower free from my cage on turn 5 and ran it in on turn 6. A fantastic result against a coach I hadn't beaten yet.
Unfortunately my Orcs had pillows for gloves and didn't score a single CAS. So no skills for me.
If I play Humans next and get a skill, I'll take MB. If I play Elves next and skill, I'll take Tackle.
I'm still down 2 Black Orcs, but have 70k in the bank, so I'm well on the path to recovery.
Thanks for the advice everyone! Sometimes just talking about it opens up new lines of thought