Bull centaurs first advance....a different route

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Glowworm

Post by Glowworm »

How about this (and I'm sure this belongs on another thread):
Since we get random cards when we buy inducements, how about we get random skills when we skill up. You'd definitely have some interesting combinations. You could pick the category, but then you'd have to roll for the ability. Don't like the skill your lineman just got? Fire 'em![/quote]

Once played a guy who's club ran a league using something similar, they rolled a D6 for the catagory

1= Stat Increase (roll D8 for MV/ST/AG/AV)
2=General Skill
3=Agility Skill
4= Passing Skill
5= Strenght Skill
6= Players choice of Catagory (Not Stat Inc) or Mutation*(randomly generated as above)

Then roll again for the skill in that Catagory......

*Only teams that could have Mutations (Chaos/Skaven ect) could take Mutation and then only if they rolled a 6 followed by another 6. All other results counted as players choice.

He had some really wierd and wacky combo's!! but he was an excellent player (beat me with Chaos v my D/Elves) only loss that day (OK, only 3 matches...1/1/1!!) :lol:

Dont wish to upset the "pureists" but thought this may be an idea for the Chaos Cup at the Club, have to speak to our league Commisar (yes he's like that!!) Buggrit

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falconeyed
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Post by falconeyed »

Snew wrote:
datalorex wrote:
falconeyed wrote: Wouldn't you consider a BC too valuable of a piece to give Wrestle? The gang foul seems a knee jerk response to me.
I would think wrestle would be most used to strip the ball from a player. Therefore, your opponent would be more interested in getting the ball back and not fouling a BC.
Ahhh, the words of inexperience. Here's how you do it. Secure the ball w/ TZs. It's probably pretty close to the down BC, right? Use those TZs on the ball as assists for the foul. Remove the BC from the pitch. Waltz a guy in and pick up the ball.

You have the ball and removed a BC your opponent conviently laid on your plate. :wink:
This is the correct answer.

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Post by stashman »

1= Stat Increase (roll D8 for MV/ST/AG/AV)
2=General Skill
3=Agility Skill
4= Passing Skill
5= Strenght Skill
6= Players choice of Catagory (Not Stat Inc) or Mutation*(randomly generated as above)

Then roll again for the skill in that Catagory......


Hmm... Zombies with accurate sounds good, goblins with piling on is hard to face, big guys with fend, it can go on and on....

I think with a system like this ONLY the AG4 teams will win on it. I would play a dark Elf team and get as many rerolls as I could get and then hope for some good skills on the players and if it wasn't good enough a AV8 AG4 player @ 70K isn't that expensive.

Thumbs down becuse it will give the AG4 teams better chances to have a "broken" team.

But I like it, if it was more balanced in someway.

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Post by Cramy »

stashman wrote:1= Stat Increase (roll D8 for MV/ST/AG/AV)
2=General Skill
3=Agility Skill
4= Passing Skill
5= Strenght Skill
6= Players choice of Catagory (Not Stat Inc) or Mutation*(randomly generated as above)

Then roll again for the skill in that Catagory......


Hmm... Zombies with accurate sounds good, goblins with piling on is hard to face, big guys with fend, it can go on and on....

I think with a system like this ONLY the AG4 teams will win on it. I would play a dark Elf team and get as many rerolls as I could get and then hope for some good skills on the players and if it wasn't good enough a AV8 AG4 player @ 70K isn't that expensive.

Thumbs down becuse it will give the AG4 teams better chances to have a "broken" team.

But I like it, if it was more balanced in someway.
I agree. Agility teams thrive with a variety of skills. Bashy teams thrive with only a few select skills.

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Post by Jural »

I've seen good uses of Diving tackle on Bull Centaurs.
Joemanji wrote:
grampyseer wrote:So, I'm hearing juggernaut....break tackle....maybe mighty blow.

has anyone tried any odd doubles skills or mutations?
BCs can't take mutations. Dodge is the only worthwhile double IMO, and only if you already have break tackle and block, and even then its not worth 30K over Guard or MB or Strip Ball for 20K.

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necromancer

Post by necromancer »

yes, Diving Tackle is a good choice for a double on a BC.

if you can also get frenzy (after block and break tackle) then you can force opponents to dodge or get surfed 8)

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Glowworm

Post by Glowworm »

Both my BCs (on my regular CD team) have got Block first, I am seriously considering Shadowing as a second skill for at least 1 of them next.

2 dice block on the ball carrier, fail to put him/her/it down, follow up and lets see if you can run.....

Just something different from the norm, and it helps to have a S4 player next to the oppositions ball carrier at the start of your turn, give him tackle as well and you can cause no end of problems, do they even want to risk a dodge roll without dodge more than once....Makes you think...

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Post by DamianTheLost »

[quote="falconeyed"][quote="Snew"][quote="datalorex"][quote="falconeyed"][quote="ianwilliams"][quote="PubBowler"]I'd take Break Tackle on both Bulls as a 1st skill. Then Block.

But apart from that I agree with Joemanji...[/quote]

I'm the same - BT first on both. With Wrestle & Juggernaut now available I think either might be a better choice for BCs than block (you are effectively MA9 - so wrestle is a good option).[/quote]

Wouldn't you consider a BC too valuable of a piece to give Wrestle? The gang foul seems a knee jerk response to me.[/quote]

I would think wrestle would be most used to strip the ball from a player. Therefore, your opponent would be more interested in getting the ball back and not fouling a BC.[/quote]

Ahhh, the words of inexperience. Here's how you do it. Secure the ball w/ TZs. It's probably pretty close to the down BC, right? Use those TZs on the ball as assists for the foul. Remove the BC from the pitch. Waltz a guy in and pick up the ball.

You have the ball and removed a BC your opponent conviently laid on your plate. :wink:[/quote]

This is the correct answer.[/quote]

Ok this could be fun in a knock out tourney, but in a league NFW!

I like the strategic build in league play. This is what makes the game fun and challenging IMO. Sure some teams are no brainer (read khemri/dwarves) but choose challenging teams for your league and good coaching is about diversity in a team. Use it as an alternate house ruled tourney play maybe...

But hey, that's just me ;-)

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Post by DoubleSkulls »

The way I see it...

Wrestle when blitzing is your choice right? So if you roll both down, and your opponent has block you have the choice - you don't HAVE to go prone. With block you don't even have the choice and no way to force the ball loose.

So wrestle gives options block doesn't. You don't have to go prone and if the foul back risk is too high then don't.

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Post by tenwit »

ianwilliams wrote:So if you roll both down, and your opponent has block you have the choice - you don't HAVE to go prone.
That's true only if you have Wrestle and Block. If you have only Wrestle, then your options are to go prone, or to be Knocked Down and suffer a turnover. I can see an occasional use for the second option (I've done it myself, when an Ogre was the last player to move, and he both-downed a goblin on the last turn of the half), but normally people will choose to go prone.

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Post by DoubleSkulls »

The skull/both down or double both down is only 3/36 and then you have the choice of still avoiding the turnover. So wrestle is nice that you can block with lower risk of turning over so can block early in the turn.

The main scenario I'm thinking of is that wrestle kicks on on BC is when you get both down/push result. In that instance you can choose which one. That's 4/36 results, with 2/36 more if your opponent has dodge.

The downside to wrestle that we haven't mentioned so far, is of course if you want the BC as a ball carrier in which case the being put down when blitzed is going to be annoying.

Soooo I think its easy to overplay the fouling risk - particularly on a Av9 Thick Skull player.

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Post by grampyseer »

Well, it finally happened. The frenzied BC has picked up a new skill.
He managed an interception, completed pass, and TD last game :puke:

I'm swaying toward juggernaught, with break tackle being the 3rd. It'll help with the crowd pushing.

My 2nd centaur has block, I'm thinking I'll take the more standard route with him... MB, break tackle.


Oddly enough, Mr. Frenzy has turned into the real star of the two......
Block sucks !

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Post by DoubleSkulls »

A tactic against your BC ought to be to man mark them with a cheap lineman. If your opponents are doing that then take break tackle before juggernaut since it will give you a much bigger threat for crowd surfing than juggernaut would.

With sideline play its often the threat of surfing that is more important than the odds of actually pulling it off.

Juggernaut improves the odds of pulling it off - and counters the stand firm invulnerability. So juggernaut won't affect your opponent's positional play much - since they avoid the sidelines anyway. BT means they can't hug the touchline so long as they mark they frenzy BC - meaning you've really forced them down the middle which is what you are aiming at.

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Post by Joemanji »

I really don't understand the value of building a Bull Centaur for crowd pushes. My reasons:

1) The Minotaur can already do that without any skill ups, in fact that is pretty much all he can do. He is otherwise useless (I've sacked mine).

2) I rarely see crowd push opportunities in games. They are easy to avoid most times. So your player is really taking skills to threaten a crowd-push. Not that great an option IMO. But again, the Mino can do this.

3) I once had a player built as the perfect crowd push machine. This was in the MBBL2 league, so there were extra house rules. 5/5/1/9 with Block, Frenzy, Push and Break Tackle (no negatrait). It was a waste ... opposing coaches never gave me the opportunity, even though I could potentially dodge into a cage and push into the crowd from 2 squares off the sidelines.

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Post by DoubleSkulls »

But that's the point of having an credible (or better!) crowd push threat - you own the sidelines. So your own offence you always go down the sides and watch them cringe, on your defence they are forced down the middle making it easier for you to defend...

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