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Beating a TV 240 WE team...
Posted: Fri Feb 01, 2008 2:21 pm
by Tarp
so, I have this semi final comming up, witch meens no starplayers or mercs and special play cards are not used in this leauge.
I`m facing this team
http://www.kyndes.bloodbowlleague.com/d ... p=ro&t=dan with my own Chaos dwarfs
http://www.kyndes.bloodbowlleague.com/d ... p=ro&t=bri
For the 500K inducements I`m thinking something like wiz, babe and a chef. Taking those rerolls could help alot, and maybe even win the game if it goes to overtime.
I`m an okay coach my self, but my opponent came nr3 at the WC (individual performance)with WE, its all he plays (plays good at least

), and I have never beaten him before. So any tips, new approachs or advise would be welcome. Maybe even what animal sacrifice nuffle likes could come in handy...
Posted: Fri Feb 01, 2008 3:06 pm
by Aliboon
It will be tough, no doubt. That is a pretty tasty team he has there and more importantly, he's not short any key players.
Your inducements are sound, wizard is the best bet in a final, although I'm not sure whether the Chef is better value than cards as I've never used him.
Best bet to win is the good ol' 2-1 grind, making sure on your drives you have your SH hobbo with the ball in a cage with a guard guy on each of the opposite corners so that he always has a 2d against.
Has he won a Chaos Cup-claw on the Tree!?
Posted: Fri Feb 01, 2008 3:07 pm
by Digger Goreman
First, and foremost, congratulations on making the semi's...! Regardless of outcome, it's quite an accomplishment....
There's some serious cheesiness going on with these woodies... even more so than what one would normally see... like... where the hell does a Tree get claw?! I know there's gonna be some explanation centered around the Chaos Bowl... *

sigh

*
So, being as you must enter the dairyland of curdish fullfillment, I suggest that you selectively grate the cheese:
1) Never put more than three on the line for your kicking... leaving the tree sitting at all times (make that twig roll for the root!)
2) If twig boy does make contact, then dodge out of his TZ as the very last thing in a turn... tis better to be on the ground than letting the trunk of gorgonzola block/m. block with claws....
3) Use your best cheese graters to selectively hunt down his dancers and catchers.... With the amount of Tackle on your team, it would be prudent to mark his Ag players and make them burn TRRs quickly.... A prickly dilemma as you want to avoid twiggy at the same time.... That abomination, lineman with Ag5, needs "tweakin" also.... A tall order... yes....
4) Sharpen up the spikes on Sneaky's boots and shread the cheddar...!
Good call on taking away his rerolls with the chef....
Posted: Fri Feb 01, 2008 3:16 pm
by Tarp
ohh...yes I forgot to mention that, the Tree got Claw when he won the chaos cup last year.
We play the 4 "big ones" with the same teams, then reset.
First Chaos cup, then Spike, Dungeon and last the Blood Bowl
Posted: Fri Feb 01, 2008 3:26 pm
by PubBowler
I posted on SG as well but not much to add.
I don't think the Chef will be great as he has 5 rerolls and isn't likely to need all that many.
But you don't have much choice.
Oh and I would have taken tentacles on the tree...
Posted: Fri Feb 01, 2008 4:06 pm
by mattgslater
You got your work cut out for you.
Beat 'em the same way anybody ever beats elves: turn them over at least once on defense, get control of the clock, take out at least one Wardancer, and win the casualty war. You may need to get both WDs.
Normally I'd say just keep the Treeman open and try to neutralize him by making him root or waste his turn lumbering about. However, THAT Treeman is a horrid menace... and that gets me thinking irrationally. YOU MUST WIN THE CASUALTY WAR, and he's an obstacle to that going both ways. Yeah... keep him open, as much as you can. If he gets on a Dwarf, he's trouble: on a KD, he gets a >15% chance of cas, and can't be blocked off with half a die. If this happens (and not otherwise), don't be afraid to take the Mino risk to get him off of your guy with a blitz: that will actually work if he makes his WA roll (barring double-skulls, of course). This means having the Mino in position but out of the Tree's blitz range, which is unreliable, as you're going to be using him against Catchers and WDs when you can.
Sorry... you're in deep trouble. I think you can win if you play well, get a little lucky, and either capitalize on a couple of big mistakes or do some big damage in early turns. An elf team with 15 guys and serious Cas power is a very difficult thing to deal with.
Posted: Fri Feb 01, 2008 7:24 pm
by Buggrit
Goats, can't go wrong with a Goat.... or possibly in the case of Nuffle a Pig would be preferable, what with the ball being a 'Pigskin'
Posted: Fri Feb 01, 2008 9:47 pm
by falconeyed
I'm going to lose sleep thinking about that Block / Claw Tree. Ugh.
Posted: Fri Feb 01, 2008 11:20 pm
by Digger Goreman
falconeyed wrote:I'm going to lose sleep thinking about that Block / Claw Tree. Ugh.
Don't...! He only needs to fail 1 root roll to be tied down for a whole half.... With taking away up to three of his rerolls, and your copius amount of tackle, he should run out of "luck" sooner than later....
Contingency plan, but don't ever lose sleep and never fear...!
Posted: Fri Feb 01, 2008 11:39 pm
by DoubleSkulls
I'd forget about the chef and load up with bribes instead. Then you can foul without really worrying too much about getting sent off.
That tree is nasty. I'd try to get it out asap.
Posted: Sat Feb 02, 2008 12:14 am
by mattgslater
Ian has a great point about Bribes. Maybe that's the way to do it: sic the Mino on him, then foul foul foul. You can't take away enough of his RRs to make a big diff, and you don't need any more than you have. If he uses those side steppers as cornerbacks, you have to go up Broadway anyways, and that means playing lumberjack. That'll also make all-important clock control much easier.
If he puts up a 3-man front with the Tree at nose and, say, 5 and 7 at end, then you can line up five guys with the Guards at Center and on the outside.
Code: Select all
Starting from the wide zone marker, with the LOS delineated by -------------: you're at top.
- G X G X G -
-------------
- - L T L - -
Use the Dwarfs on the outside (w/Guard) to nail each lino: that way, you get to follow in and assist with even just a push. After those two blocks, it looks like this (assuming nobody goes down):
Code: Select all
- - X G X - -
-------------
- - G T G - -
- - L L - - -
If you knock the first guy down, push him behind the Tree. If you push him but he stays up, push him vertically back (not behind the Tree). The other guy goes to the other place, regardless of the outcome. You get one more foul assist against the Tree that way.
Now you have three guys to block w/ 4 asst. each (that's 3 75% rolls, each with <3% to turnover) predicated on two 91% shots with RR (actually >97% if you have another guy to run up and assist after a "both down"). All your guys have Block, and his Tree doesn't. Enjoy the taste of sawdust, especially with three Bribes!
Note that this doesn't work if he only sets up one-back (well, it does, but you won't get to foul if you need all three blocks to knock down, and your foul will be at a relative -2), but I doubt it. Woodie coaches tend to get real skitzy about Quick Snaps. Something about starting a WD in a receiving Dwarf's tackle zone puts them off somehow. Pansies. If he's not like that then at least you'll knock the Tree down, and that's job one.
Posted: Sat Feb 02, 2008 12:30 am
by mattgslater
mattgslater wrote:If he uses those side steppers as cornerbacks, you have to go up Broadway anyways, and that means playing lumberjack.
"I cuts down trees, I eats my lunch, I likes to wear big hats!"
Posted: Sat Feb 02, 2008 2:13 am
by DoubleSkulls
If you do that "tree trap" first block he should take the push. If he does then you want your worst player (may as well be a rookie hob gob) to mark the tree until he roots, then just stay away from him.
If you don't get the tree down first turn then I'd try and ignore it,
Other than that, be blitzing with the dwarves (esp the MB/PO one) and just foul any elf that is down with the DP until you run out of bribes and get sent off.
Posted: Sat Feb 02, 2008 4:17 am
by Mad Jackal
My deepest apologies.
I refuse to contribute any-thing of value to this thread.
It's the principal of the thing you know. But I do wish you the best of luck.
Posted: Sat Feb 02, 2008 8:42 am
by plasmoid
Hi there.
As always in a bash vs. finesse match-up, you should go for a 2-1 grind.
I.e.: He gets to score once, then you take 2 loooong drives, scoring on the last turn of the half.
While you take your long drives, you must eliminate his OTS threats. Luckily for you, his team isn't that tuned for OTS. His only real OTS threat is the catcher Strategy with side step. He will use side step to create clever chain pushes on the LOS, in order to gain the 2 square he needs to score in one turn. So you must break this player if at all possible before he gets his one-turn-drive.
His wardancers can score too with sidestep, but they need 3 squares and don't have catch, so he'll need to be pretty lucky to do it.
But neither the wardancers nor the catcher have sure feet, so OTS is not a great strategy for him. And you can make it worse by spreading out 5 of your tackle guys in a long line 2 squares from the endzone when the OTS attempt comes - and putting the stand firm guard dwarf in the middle on the OTS: That should rob him of dice on the chainpushes.
If you manage your long drives, and he manages to OTS, then final score will be 2-2, and you'll just have to hope to win the overtime coin flip.
Ideally, you want his OTS attempt to be in the end of the 2nd half, so if you can, you should let him recieve first. When he scores, you should hog the ball for the next 15 turns.
Right. Next big question: How to hang on to the ball for 15 turns.
And on that - you're in trouble. Probably, the safest cage you can build is this:

= ball carrier.

= guard dwarf.
The ball carrier here is the hobgoblin with sure hands.
As long as your cage looks like that, then even if his one of his guard players manage to dodge in, and his wardancer leaps in after that, he'll be looking half dice blocks. And be unable to strip the ball due to sure hands. Without wrestle, his chances of succes will be slim.
It looks tempting to put the ball on the blodge bull centaur, but without sure hands, he'll use strip ball and a half-dice block, and have a very good chance of knocking the ball lose.
So - your prime targets are: The side step catcher, the 2 wardancers, and to a lesser extent the 2 guard guys.
Try to avoid the tree. On your long drives he ought to take root. And if he does manage to lock down 2 dwarfs, blitz him with the mino. (BTW, multiple block on the mino? Why? It's a turnover waiting to happen).
Cheers
Martin