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!
Hi!
Some of you remember my reports from matches on my past league, were I coached lizards.
This time I have choosen DE and Dwarfs (again) for preseason as you know in our league after preseason we must choose one team to play the league.
Yesterday one of my runners scored it's second TD. I rolled double 5 so I must choose one Trait, skill or get +1 mo.
Advice from experienced dwarf coaches are wellcome... Norse and co. are you there??
Reason:''
If you love something, let it go. If it doesn’t come back to you, hunt it down and kill it.
I hate dwarfs, so I guess you don't want my answer. I suggest Leap or something silly like that! I don't suppose there's a skill that causes all your linedwarves to lose their Block and Tackle skills?
martynq wrote:I hate dwarfs, so I guess you don't want my answer. I suggest Leap or something silly like that! I don't suppose there's a skill that causes all your linedwarves to lose their Block and Tackle skills?
I hate dwarfs too, the only thing I like of them is... coaching this little bast*rds!! I'm going to win this league!
Now, can anyone help, please?
Reason:''
If you love something, let it go. If it doesn’t come back to you, hunt it down and kill it.
Dodge - help keep him on his feet and means you can actually risk the odd dodge.
+1 MA - 7 vs 6 is quite a big increase since it means he can score in 2 turns without a GFI. Generally useful without the instant gratification of dodge.
NoS and Strong arm are only useful if you really want to try to develop a passing game.
Most of the other agility skills are the same and not really worth it - although side step has a certain attaction too.
Side Step was the first choice skill for my runner who has used it to score in his opponents turn a few times now. great skill for a cage playing team.
Reason:''
Ikterus wrote: But for the record, play Voyagers_UK if you have the chance. He's cursed!
voyagers_uk wrote:Side Step was the first choice skill for my runner who has used it to score in his opponents turn a few times now. great skill for a cage playing team.
Don't do this!! now you added a new option!! grrr... did your runner survive? (this could be the difference between yours and norse's dead fast runner )
I'd take the movement, no question. The achilles heel of Dwarf teams is their lack of pace. The extra movement allow him to be a more effective safety on D. Something else to think about is MA7 allows him to reach the EZ in 2 turns without the need to gfi.
Reason:''
"Deathwing treats newcomers like sh*t" "...the brain dead Mod.."
Defiantley +1 MA, this will help in either 2 turn TD situations as already stated, and also breaking out of that dreaded cage in the last turn of the match!
I fyou are lucky enough to roll another double (which is not a stat increase) I wouls take dodge, as this will help in the two cases above, and also make him harder to knock down.
Reason:''
I'm coming at you with razor blades and lemon juice... I'm talkin' pain, boy. Searing, mind-numbing pain!!!
My runner is now the star of my team "The Lime Bandits" he has 85 SPP's and scored 3 TD's and a casualty last night against an Amazon team. He rocks. It is impossible to pop him or the ball out of the spread cage I use and he looks to have picked up this weeks NBBL Top Scorer Bounty. He obviosuly passed his next skill in the game, I took Dump Off on the normal roll as I don't often leave him alone and this will work for the times when I break my cage too early and risk the hit
Reason:''
Ikterus wrote: But for the record, play Voyagers_UK if you have the chance. He's cursed!
I love the MA+1 but I prefer to get it on a 6/4 so I don't have to agonize over the choice. In this instance, I'd still take it. Doubles are a bit more common than any kind of "10".
Ancalagon wrote:Dodge or +1 mo... that's the question
There is no right choice as it all depends on how you play at the moment and how you see a team developing. Therefore I give you my reasons for choosing one or the other. To expand:
If you want to go for dodge you are basically saying this bloke will either take blocks and try to survive them or will be used to try to squirm into or out of difficult positions. However if your league has lots of tackle (2+ per team) then its probably not getting used too much.
+MA is basically saying you want a sprinter type to burst out of the cage - so your cage has to be less far forward - and he gives you improved quick scoring capability.
SA/NoS might be good choices if you are trying to develop a passing game.