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!
swilhelm73 wrote:IMO, starting with only 2 RRs and not many skills you will find yourself with many early turnovers.
I'd prefer to start Necro with 3, especially as RRs are expensive.
That was my thinking as well, but I found that my players started filling the KO and injury boxes, because of the lack of skills.
I'd rather have the FGs, which are quite relaiable, than the ghouls with an extra RR.
However, I guess it depends on your opponent (I'm only playing against bashy teams)
I would suggest taking the FGs to start in any build since they are among the hardest players to skill in the game. Starting with multiple WWs is more optional, IMO, since you will want to protect them, they level easily, and they are a major risk with frenzy, ST3 and no block out of the gate.
I would suggest taking the FGs to start in any build since they are among the hardest players to skill in the game. Starting with multiple WWs is more optional, IMO, since you will want to protect them, they level easily, and they are a major risk with frenzy, ST3 and no block out of the gate.
You're right and in your example, I'd go for alternative 2. That way the team doesn't lose to much speed.
2 Rerolls is a huge gamble and one that a Necro coach must decide upon.... You will either be blessed from the grave and quickly buy your way to a third with a glorious start or, most likely, struggle through three or four games of misery till you hit your stride.... Short league is a huge gamble (6 games or less) and 12 games a success barring injuries and death (the permanent kind!)
If I were to (re)start a Necro team today, I would go with the 3 reroll, 1 Werewolf, 1 Ghoul, and full Wight/FGs.... I think this would mitigate the Werewolf baiting (my friends are damned good at this) and ghoul hunting that sometimes hurts me in the early games....
As well as having the rerolls for pick ups.... Maybe the ghoul AND werewolf could play enough fetch and catch with the opposing ball carriers to make a few turnover tds....
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
Mildly on topic: I've achieved enough success with my Vampire team (Necropolis Nightwings) that I'd like a little advice on moving them along.... They started in an Iron Man League so had no rerolls to begin with... now the team is...
This is the "shortbow" defense that is working so well for me... with zombies and flesh golems in the forward ranks, and werewolves and wights in the back.... The wolves are sufficiently screened and able to counter-attack well....
So, that's a first line of zombies in positions 1-6, 1-8 and 1-10; Flesh Golems in 3-2 & 3-14 with zeds in 3-5 & 3-11; Wolves in 4-4 & 4-12 with Wights in 4-7 & 4-9
that's a first line of zombies in positions 1-6, 1-8 and 1-10; Flesh Golems in 3-5 & 3-11 with zeds in 3-2 & 3-14 ; Wolves in 4-2 & 4-14 with Wights in 4-7 & 4-9
that's a first line of zombies in positions 1-7, 1-8 and 1-9; Flesh Golems in 3-3 & 3-12 with zeds in 3-6 & 3-10; Wolves in 4-2 & 4-14 with Wights in 4-5 & 4-11
that's a first line of zombies in positions 1-7, 1-8 and 1-9; Flesh Golems in 3-2 & 3-14 with zeds in 3-5 & 3-11; Wolves in 4-3 & 4-13 with Wights in 4-6 & 4-10
My problem with the ziggie/chevron schemes is that "ticket down broadway" that a collapse of the front line (w/wo blitz or using leap) gives the opposing offense....
How would one attack the defenses above and would you use alternate positioning of players?
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
Digger Goreman wrote:I'm seriously considering firing Thrall 7, 8, & 11 as superfluous at this point and to reduce TV....
Done! Let's hope I don't need them....
Digger Goreman wrote:So what skills for the two vamps? I am leaning heavily toward Leader on the doubles, but have no clue for the second skilled mosquito....
Decided to go with Leader on the doubles to get out of my first spot of trouble and took Strong Arm for the starts of a passing game This might allow me to put the two Leapers forward for quicker scoring, or with the ability to rush a dropped ball and throw it back to my other vamps (helped me win my last game).... My Strong Arm Vamp will likely get KOR next and the Leader will be the wild card... with thralls covering journeyman skills....
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
swilhelm73 wrote:Looking at the necro team I have some disagreements, the most notable one in the Zombie skill selection area:
Most Zombies should get Block first, with one Zombie getting Kick asap.
One you get a full roster you'll have 8 positionals and 3 zombies for defense.
That means all the Zs go on the line and can't use kick.
For me a "full roster" is 13 players.... Eight positionals and 5 zeds, one of whom should have kick and play on defense.... The extra zombies provide depth and a fouling option....
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
Personally I only tend to use one ghoul on defense - tend to skill one up as an attacking runner (block, sidestep +ag is a god send) and one up as a deep safety, (wrestle, tackle, etc) then switch out the offensive runner for the kick zombie, against teams like dwarves where my team has a decided movement advantage, against the elves, its not so important to have kick so he becomes a Los zombie if I need a spare.
Experience has led me to Maverick's conclusion: With eight positionals on the field, especially in the early games when the Wolves have no block, four of your positionals (and, in all fairness, Flesh Golems are not positionals for ball carrying) out of six are vulnerable, i.e., the wolves are prone to tagging for the 1/3 skull/double-down/dodge conundrum, and the ghouls are hunted for their 7 Av.... This leaves the Wights as the only reliable ball carriers....
It seems counter-intuitive, but the best initial build is to limit your positionals to six (also maximizing rerolls) and not play with more than seven throughout the season unless you place the Golems on the line with one zombie....
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
Unusual game against an Ogre team with a few ogre skills and an Ag4 snotling vs my 5 zed, 1 ghoul, wights, golems and wolves (with the only skill being block on a wolf)....
Perhaps his super snot fascinated him too much as he never got him off the ground after repeated attempts.... The only three snots that made flight school hurt themselves on landing, or a failed gfi.... Despite failing his first dodge attempt, my new ghoul Skeedaddle managed one Td in each half and acquired +Ma! Wight Meister pulled in a casualty along with wolf Growler.... The MVP fell appropriately on werewolf Howler who had a casualty, Td, and two completions on the day!!! Going from 5 to 17 spp, he gained Block and the covetted Ag increase....
Of course all this cost me two zeds, one DEAD and one retired with a fractured skull....
I elected to buy back the two zeds rather than go with 3 zombies and a second ghoul.... The team is now:
Z Zed2 0spp
Z Fred2 0spp
Z Ned 5spp
Z Ted 0spp
Z Jed 5spp
Alright, concentrating on Necro and minoring in Undead, let's see if we can come up with a SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis by team/position:
Team
Strengths: 4 speedsters (wolves and ghouls), 2 frenzies (wolves), 2 blockers (wights), 2 dodgers (ghouls), 2 tough stand firms (golems), cheap linemen (zombies), most players regenerate
Weaknesses: Expensive rerolls, speed differential, most players lack personal reroll skills, lack of non-doubles access to passing skills, paucity of initial block and dodge, over pursuit
Threats: Knockouts and removal of limited ball carriers (Ag 3), teams with more inherent skills (especially block, St4+, tackle, MiB)
Opportunities: 2 TTd, switching field sides, penetration and turnover touchdowns, rare but occasional "raise the dead"
Players Zombies:
Strengths: Av 8, Regeneration, Cheap (40k)
Weaknesses: Mv 4, Ag 2, Regen only 50/50, apothecary restricted, advance on random casualties and mvps, G access only
Threats: KOs, knockdowns, failed regens
Opportunites: Block, Wrestle, Tackle, Kick, DP (dirty player), guard on doubles, cheap marker
Golems:
Strengths: St 4, Av 9, Stand Firm, Thick Skull
Weaknesses: Ag 2, Mv 4, lack of football skills, advance on random casualties and mvps
Threats: knockdowns, failed regens, being marked, blockers, juggernaut
Opportunities: Block, Guard, MiB, Dodge on doubles
Ghouls:
Strengths: Mv 7, dodge
Weaknesses: Av 7, no regen nor access to apothecary
Threats: MiB, Tackle, Block, Stab, Chainsaws, Failed dodges
Opportunities: Block, Fend, Sure Hands, Wrestle, MiB/Leader on doubles
Wights:
Strengths: Block, Regen
Weaknesses: No dodge, failed regens, knockouts
Threats: Cheap markers, other blockers, Mib
Opportunities: Guard, MiB, Tackle, Dodge on doubles
Werewolves:
Strengths: Ma 8, Frenzy, Claws, Crowd Surfing of opponents
Weaknesses: No football skills, Frenzy, over pursuit
Threats: Block, failed regens, MiB, block baiting
Opportunities: Deep penetration and field coverage, Blodge, Sidestep, MiB on doubles
Let's flesh this out now.... I.e., tell me where we can add, subtract or modify the list....
Reason:''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"