Undead team tactics
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Undead team tactics
Hi guys.
I'm an Undead player playing in a small league and I'm currently last in the table. Whatever I do I just seem to get creamed - even with only four players left on the pitch last game the Dark Elves scored against me... they won 3-1 in the end.
I need help. Frankly I just don't know what I'm doing wrong. What usually happens when I receive is that the Mummies and Zombies cream the front line, one of the Ghouls picks up the ball and waits until it seems safe enough and makes a break for it. However unless you want to wait forever the Ghoul has to spend a turn in the opponents half. Pain immediately ensues, and its at this point I envy teams like Humans, or Orcs, or Dark Elves, with their agility 3 linemen all over the place - before I know it the ball is four sqaures from my end zone and I'm looking at being 1-0 down and having to kick in the next half...
Basically my problems are protecting against throwing plays, and stopping the Ghoul's getting creamed. Any help would be appreciated.
I'm an Undead player playing in a small league and I'm currently last in the table. Whatever I do I just seem to get creamed - even with only four players left on the pitch last game the Dark Elves scored against me... they won 3-1 in the end.
I need help. Frankly I just don't know what I'm doing wrong. What usually happens when I receive is that the Mummies and Zombies cream the front line, one of the Ghouls picks up the ball and waits until it seems safe enough and makes a break for it. However unless you want to wait forever the Ghoul has to spend a turn in the opponents half. Pain immediately ensues, and its at this point I envy teams like Humans, or Orcs, or Dark Elves, with their agility 3 linemen all over the place - before I know it the ball is four sqaures from my end zone and I'm looking at being 1-0 down and having to kick in the next half...
Basically my problems are protecting against throwing plays, and stopping the Ghoul's getting creamed. Any help would be appreciated.
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Well... defense against a good elfteam is a damn hard thing to do, especially with the Undead. So the usual tactic is to play the stalling game. Kick to him, let 3 skels take the beating, and use his offense to hunt down every player you can get your bonefingers on.
He should score in turn 2 or 3 and thats the last time, he touches the ball.
Wenn he kicks, cripple his line, use a ghoul to recover the ball and form a cage.
Thats pretty easy. Just put the gould in the middle and surround him with your player, so thats impossible to reach him. If the opponent tries to attack your cage, use half your players to beat them down and the other half to form another cage 3 further to his endzone. Then just get the ghoul into the new cage. Move the cage slowly into the proper endzone and score on turn 8. If you are faster than expected, just stop your cageprogression for a short beating of your opponent and a foul, before you walk in.
2nd half you recieve again an do the same. Just grind slowly down the field over your opponent, beating everthing in your way, occationally stopping, if your too fast. You score the 2-1 in your last turn, leaving him with just one turn to equalize.
For further hints on cagebuilding, use the searchoption.
He should score in turn 2 or 3 and thats the last time, he touches the ball.
Wenn he kicks, cripple his line, use a ghoul to recover the ball and form a cage.
Thats pretty easy. Just put the gould in the middle and surround him with your player, so thats impossible to reach him. If the opponent tries to attack your cage, use half your players to beat them down and the other half to form another cage 3 further to his endzone. Then just get the ghoul into the new cage. Move the cage slowly into the proper endzone and score on turn 8. If you are faster than expected, just stop your cageprogression for a short beating of your opponent and a foul, before you walk in.
2nd half you recieve again an do the same. Just grind slowly down the field over your opponent, beating everthing in your way, occationally stopping, if your too fast. You score the 2-1 in your last turn, leaving him with just one turn to equalize.
For further hints on cagebuilding, use the searchoption.
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While playing the 'cage' can seem quite safe, I find it too unreliable (unless you have dwarves, or orcs) because of the low amount of strong/resistant players - only two mummies. Remember that while they have block, your two wights are no more than a human lineman, since they cannot improve their hitting power with strength skills.
I had more or less success with the different races I've played (and I've played them all except amazons, norse and goblins). However, I had quite a steady amount of success along my few games with undead.
Undead have something very specific: they have a combination of agility and strength, concentrated 'where you need it'. As means of explanation, let's analyse the different players:
- mummies: huge amount of strength, big armour, free MB skill, + the access to strength skills. Yet, they don't even embarrass themselves with more than 1 in agility (unlike BoB, or all dwarf linemen and troll slayers for example...). Only 3 in ma, which therefore require careful positioning of those players.
- ghouls: average agility, but free dodge skill (making them as good as human catchers, amazons, norse (or even goblins when dodging in no TZ)), access to ag skills (very useful: access to catch, side step...) and 7 ma. Only 7 in armour though, so don't use them where they might get hit...
- Then you have wights, average players, who nonetheless have block and therefore can fill in some of the positions taken by blitzers when it is not for strength jobs, but rather 'specialised' tasks, like putting themselves in the way of a catcher (with the tackle skill to acquire), or taking the ball back from an opponent (strip ball...).
- To save you money, you have access to cheap players: zombies and skeletons. They are clumsy, but of an average strength, and flexible: you can pick zombies who are slow, but fairly hard to get rid of (av
or trade 1 av for 1 more ma (skeletons)... One hardly gives the ball to one's linemen, or even makes them dodge away (unless you play elves or amazons), so ag 2 for those players is not really a loss.
To add to the bonuses, all your guys, except the ghouls, have regeneration, which means that normally half of your new casualties should come back after each drive...
From my experience, the key to success with undead is to exploit the advantages of each player:
- use the mummies to injure (piling on comes in very handy... I've relied on it at tournaments, and it's always been a very reliable tool for my team), and even as a fear factor: your opponent will want to stay away from them. You can consequently control where your opponent will put his players, to a small extent, by positioning your mummies well. You can mark guys with them easily.
- zombies are reasonably hard to take out, like a human lineman - use them as fodder, and put them in the way of your opponent. Don't worry if they get blitzed or blocked - they are easily expandable and are good as a 'human' (or rather 'dead human'...) shield. Skeletons, because they are more mobile, are more useful to create tackle zones than actually mark opposing players (i.e. staying in physical contact).
- ghouls can be used pretty much like human catchers, running around your opponent's half and forcing him to spread his players to try and catch them. This however is based on the assumption that you have a vampire star player (who can pass with 4 ag) or that you are ready to attempt a pass with a ghoul or a wight to those other ghouls at the front...
You can also use them as last minute 'runners', i.e. once they pick the ball, you can keep them safe and make them that final blitz towards the endzone (since they have st 3).
The strength of your team is the multiplicity of its playstyle. Your opponent has to prepare himself for both high strength assault and reasonably agile moves... This is very difficult for any coach to face.
Do not adopt the slow cage style of dwarves, or try to compare yourself to humans or amazons. Always view your game as a combination of both styles - move around fast with your ghouls, create tackle zones with your zombies (who can go to physical contact) and skeletons, blitz and block with your wights, and cause as many injuries as you can with your mummies.
As a typical roster (though you can obviously pick your own...), I usually take, or face:
2 mummies (a must to make sure you exploit the full strength potential of your undead) - 200k
3 wights - 270k
2 ghouls - 140k
4 zombies - 120k or 2 zombies + 2 skeletons - 120k
3 rerolls - 210k
6 fan factor.
= 1Mgc
To focuse more particularly on your two issues here are my tactics:
- to protect your ghouls, play the hitting game, and keep your ghouls at the back, or as plain assists. Then once the opponent has adopted a more 'defensive' set up in response to your aggressive style, fully exploit your ghouls' speed and agility by running / dodging through his lines, and score (or position yourself to catch the ball, if you think you can pass it successfully, or have no other choice...). I also suggest you get block as early as possible for your ghouls, either as a first skill, or after they gain sure hands.
- to stop throwing play, then rely on your ghouls to mark the opponent's catchers. Your wights can also do that job well thanks to their reasonable speed and agility. This is also where 'tackle' comes in handy for them.
To prevent your opponent from running too much in your half of the pitch and send in too many catchers, keep your ghouls on the sides of the pitch, so that the other coach will be deterred from trying to blitz them to get on the sides, but rather focus on the centre of your half. Then you can easily surround his players who got in, and crush any chance of their getting away... Also remember to spread your zombies and skeletons, to fill in all the gaps with tackle zones.
As you can see, the key to playing undead is flexibility of style (shifting from aggressive to agile...), and good positioning of players. If you keep in mind each of your players' strengths and weaknesses (sheer strength, speed, agility, or slowness, low resistance to hits, low agility...), you should do very well.
I had more or less success with the different races I've played (and I've played them all except amazons, norse and goblins). However, I had quite a steady amount of success along my few games with undead.
Undead have something very specific: they have a combination of agility and strength, concentrated 'where you need it'. As means of explanation, let's analyse the different players:
- mummies: huge amount of strength, big armour, free MB skill, + the access to strength skills. Yet, they don't even embarrass themselves with more than 1 in agility (unlike BoB, or all dwarf linemen and troll slayers for example...). Only 3 in ma, which therefore require careful positioning of those players.
- ghouls: average agility, but free dodge skill (making them as good as human catchers, amazons, norse (or even goblins when dodging in no TZ)), access to ag skills (very useful: access to catch, side step...) and 7 ma. Only 7 in armour though, so don't use them where they might get hit...
- Then you have wights, average players, who nonetheless have block and therefore can fill in some of the positions taken by blitzers when it is not for strength jobs, but rather 'specialised' tasks, like putting themselves in the way of a catcher (with the tackle skill to acquire), or taking the ball back from an opponent (strip ball...).
- To save you money, you have access to cheap players: zombies and skeletons. They are clumsy, but of an average strength, and flexible: you can pick zombies who are slow, but fairly hard to get rid of (av

To add to the bonuses, all your guys, except the ghouls, have regeneration, which means that normally half of your new casualties should come back after each drive...
From my experience, the key to success with undead is to exploit the advantages of each player:
- use the mummies to injure (piling on comes in very handy... I've relied on it at tournaments, and it's always been a very reliable tool for my team), and even as a fear factor: your opponent will want to stay away from them. You can consequently control where your opponent will put his players, to a small extent, by positioning your mummies well. You can mark guys with them easily.
- zombies are reasonably hard to take out, like a human lineman - use them as fodder, and put them in the way of your opponent. Don't worry if they get blitzed or blocked - they are easily expandable and are good as a 'human' (or rather 'dead human'...) shield. Skeletons, because they are more mobile, are more useful to create tackle zones than actually mark opposing players (i.e. staying in physical contact).
- ghouls can be used pretty much like human catchers, running around your opponent's half and forcing him to spread his players to try and catch them. This however is based on the assumption that you have a vampire star player (who can pass with 4 ag) or that you are ready to attempt a pass with a ghoul or a wight to those other ghouls at the front...
You can also use them as last minute 'runners', i.e. once they pick the ball, you can keep them safe and make them that final blitz towards the endzone (since they have st 3).
The strength of your team is the multiplicity of its playstyle. Your opponent has to prepare himself for both high strength assault and reasonably agile moves... This is very difficult for any coach to face.
Do not adopt the slow cage style of dwarves, or try to compare yourself to humans or amazons. Always view your game as a combination of both styles - move around fast with your ghouls, create tackle zones with your zombies (who can go to physical contact) and skeletons, blitz and block with your wights, and cause as many injuries as you can with your mummies.
As a typical roster (though you can obviously pick your own...), I usually take, or face:
2 mummies (a must to make sure you exploit the full strength potential of your undead) - 200k
3 wights - 270k
2 ghouls - 140k
4 zombies - 120k or 2 zombies + 2 skeletons - 120k
3 rerolls - 210k
6 fan factor.
= 1Mgc
To focuse more particularly on your two issues here are my tactics:
- to protect your ghouls, play the hitting game, and keep your ghouls at the back, or as plain assists. Then once the opponent has adopted a more 'defensive' set up in response to your aggressive style, fully exploit your ghouls' speed and agility by running / dodging through his lines, and score (or position yourself to catch the ball, if you think you can pass it successfully, or have no other choice...). I also suggest you get block as early as possible for your ghouls, either as a first skill, or after they gain sure hands.
- to stop throwing play, then rely on your ghouls to mark the opponent's catchers. Your wights can also do that job well thanks to their reasonable speed and agility. This is also where 'tackle' comes in handy for them.
To prevent your opponent from running too much in your half of the pitch and send in too many catchers, keep your ghouls on the sides of the pitch, so that the other coach will be deterred from trying to blitz them to get on the sides, but rather focus on the centre of your half. Then you can easily surround his players who got in, and crush any chance of their getting away... Also remember to spread your zombies and skeletons, to fill in all the gaps with tackle zones.
As you can see, the key to playing undead is flexibility of style (shifting from aggressive to agile...), and good positioning of players. If you keep in mind each of your players' strengths and weaknesses (sheer strength, speed, agility, or slowness, low resistance to hits, low agility...), you should do very well.
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1: Never leave your ball carrier unprotected. The Ball carrier should only break out of the cage when he's 7 squares away so he can score without worries.
2: Tie up low AG high ST opposition with cheap zombies.
3: Pummel everything with Mummies. If he ties your Mummies up then his players should cost a hell of a lot more than your zombies
Works for me
2: Tie up low AG high ST opposition with cheap zombies.
3: Pummel everything with Mummies. If he ties your Mummies up then his players should cost a hell of a lot more than your zombies

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Words of wisdom. I use the same main tactics with my undead. Works nicelyMcDeth wrote:1: Never leave your ball carrier unprotected. The Ball carrier should only break out of the cage when he's 7 squares away so he can score without worries.
2: Tie up low AG high ST opposition with cheap zombies.
3: Pummel everything with Mummies. If he ties your Mummies up then his players should cost a hell of a lot more than your zombies

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- honeycomb kid
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I agree with pretty much everything here.
On D against fast/agile teams I set-up witha long 3-4-4 with
3 zombies on the LoS
4 wights on second line of defence (or wights inside, zombies out if you don't have 4 wights)
2 ghouls on outside, mummies on inside of last line of defence, to kill anything that gets through you're first lines (they will)
Also for starting roster I prefer
2 mummies 200k
2 Wights 180k
1 Ghoul 70k
6 zombies 180k
4 RR 280k
9 FF 90K
This enables you to start off with a team that will last and be able to compete immediately and at the same time grow very quickly. Count on having to use many rerolls for the first few games just to pick up the %$&#@( ball!!!
On D against fast/agile teams I set-up witha long 3-4-4 with
3 zombies on the LoS
4 wights on second line of defence (or wights inside, zombies out if you don't have 4 wights)
2 ghouls on outside, mummies on inside of last line of defence, to kill anything that gets through you're first lines (they will)
Also for starting roster I prefer
2 mummies 200k
2 Wights 180k
1 Ghoul 70k
6 zombies 180k
4 RR 280k
9 FF 90K
This enables you to start off with a team that will last and be able to compete immediately and at the same time grow very quickly. Count on having to use many rerolls for the first few games just to pick up the %$&#@( ball!!!
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Thanks for all the help everyone, but I do have a number of bones to pick with a couple of things you've said.
The problem is that the tactics mentioned seem to get caught (as most tactics for Blood Bowl do I find) between being unrealistic or painfully obvious. The idea of providing a strong offence with the Mummies and remembering to not give them the ball may be a good one, but its also something that I'd kind of figured out for myself.
But the biggest bone to pick with the advice so far is the various pieces of support I've had for the cage tactic, or similar kind of moves. I'm not daft and I have tried this before but I've never, ever, ever, seen a cage work in real life. It looks good on paper I find, but even against Elves the damn thing gets broken as soon as they look at it. All it takes is one person to go down and a couple of linemen in to block assists and they've got a one dice block on the ball carrier. I find the cage usually offers next to no protection against a cunning enemy with even the slightest bit of luck on their side.
The other problem with it is actually moving it. Two problems present themselves here: 1. where to, and 2. how. To explain these lets paint a brief scenario - you've grabbed the ball with a ghoul and formed a cage around him. Assuming the cage survives the opposition turn intact you then hit things with the Mummies at the front to get them out of the way. However the fact is that unless you blitz you simply won't move the cage more than one square a turn, and seeing as you can only blitz with one person a go blitzing would break the cage apart. So you have to spend ages slowly marching down the pitch, all the while fending off attempts to break open the cage - attempts that will work, as I've described above, when given enough time. This is why this tactic doesn't work - you have to let the enemy either attack the cage and eventually succeed (meaning you've handily written off your own defence when they do get the ball) or you have to make a break for it early and get pummelled.
So I suppose my question to you guys is how do you stop your cage getting broken and how do you move the thing to the end zone before the inevitable happens?
Thanks again for the help. I'm not trying to insult you guys or anything, I'm just saying that the tactics mentioned are all pretty much ones I've tried and they have all failed.
The problem is that the tactics mentioned seem to get caught (as most tactics for Blood Bowl do I find) between being unrealistic or painfully obvious. The idea of providing a strong offence with the Mummies and remembering to not give them the ball may be a good one, but its also something that I'd kind of figured out for myself.
But the biggest bone to pick with the advice so far is the various pieces of support I've had for the cage tactic, or similar kind of moves. I'm not daft and I have tried this before but I've never, ever, ever, seen a cage work in real life. It looks good on paper I find, but even against Elves the damn thing gets broken as soon as they look at it. All it takes is one person to go down and a couple of linemen in to block assists and they've got a one dice block on the ball carrier. I find the cage usually offers next to no protection against a cunning enemy with even the slightest bit of luck on their side.
The other problem with it is actually moving it. Two problems present themselves here: 1. where to, and 2. how. To explain these lets paint a brief scenario - you've grabbed the ball with a ghoul and formed a cage around him. Assuming the cage survives the opposition turn intact you then hit things with the Mummies at the front to get them out of the way. However the fact is that unless you blitz you simply won't move the cage more than one square a turn, and seeing as you can only blitz with one person a go blitzing would break the cage apart. So you have to spend ages slowly marching down the pitch, all the while fending off attempts to break open the cage - attempts that will work, as I've described above, when given enough time. This is why this tactic doesn't work - you have to let the enemy either attack the cage and eventually succeed (meaning you've handily written off your own defence when they do get the ball) or you have to make a break for it early and get pummelled.
So I suppose my question to you guys is how do you stop your cage getting broken and how do you move the thing to the end zone before the inevitable happens?
Thanks again for the help. I'm not trying to insult you guys or anything, I'm just saying that the tactics mentioned are all pretty much ones I've tried and they have all failed.
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- noodle
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We have a player in our league who plays undead just like McDeth...
The whole team shambles down the pitch with the ball utterly protected, and zombies getting in the way....
Mummies are used to hit, and to tie up LOTS of the opposition (usually ending in pain)
The wights are used to prise open the defence and make a gap for the ghouls etc to run through - then reform the ball protection...
Horrible to play against! And I seem to be unlucky against undead... Last game I just had a 2+ dodge to equalise....
Anyway - the team haven't conceded a point yet.
5 games, 5 wins, 14 touchdowns for, 0 against... 12/6 on cas... *sigh*
http://usitweb.shef.ac.uk/~wargamessoc/whfb/bloodbowl/
The whole team shambles down the pitch with the ball utterly protected, and zombies getting in the way....
Mummies are used to hit, and to tie up LOTS of the opposition (usually ending in pain)
The wights are used to prise open the defence and make a gap for the ghouls etc to run through - then reform the ball protection...
Horrible to play against! And I seem to be unlucky against undead... Last game I just had a 2+ dodge to equalise....

Anyway - the team haven't conceded a point yet.
5 games, 5 wins, 14 touchdowns for, 0 against... 12/6 on cas... *sigh*
http://usitweb.shef.ac.uk/~wargamessoc/whfb/bloodbowl/
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Sorry Honeycomb Kid, but your first point practically made me laugh out loud.... MA 3 players as a deep defence to catch MA 7+ catcher/runners? Can't see it working myself, although I suppose anything is worth a shot at this stage in the game.honeycomb kid wrote: 2 ghouls on outside, mummies on inside of last line of defence, to kill anything that gets through you're first lines (they will)
This enables you to start off with a team that will last and be able to compete immediately and at the same time grow very quickly. Count on having to use many rerolls for the first few games just to pick up the %$&#@( ball!!!
But your second point is where I think I've gone wrong - only 2 re-rolls. The last game I played I turned-over immediately as a tried to pick up the ball... and the second turn as well. Ok, so that was bad luck, but the laws of chance dictate is should happen one time in three, which is just frankly too many. I can't wait to get hold os Sure Hands for someone.
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Re: Cage tactics.
1) NEVER EVER have an "impacted cage". Make sure there is No-one in contact with the cage players at the end of your turn - that way your opponent can at best end up next to the ball carrier after blitzing...
2) Guard players on opposite corners - destroy wardancers hopes
3) You CAN move the cage forward - its about prizing apart gaps. If your opponenent simply dodges away from you all the time make sure the players NOT in the cage are standing next to his at the end of your turn. (Less good against orcs - they'll just hit you!)
4) Exploit gaps - One blitz can often lead to the whole cage and rest of team slipping through a gap the opponent hadn't seen. To effectively stop a cage you need TWO lines of defence - thats at least 6 players - and undead are fast enough to be able to get round one edge of that formation - so make it 8 players....
5) If your opponent pressures the cage - make him pay - block like a madman where you can - rolling up a scrimmage line is always fun - you should be on 2 dice blocks all the way... Then move your NON cage players into the carnage of fallen players - they can't get away then and will either fall over dodging or just get blocked silly as your cage rumbles past....
Better advice would be from Bueno Excellente (my mate John) who is top of our league - and generally known as "John 8:16"
Guess why
1) NEVER EVER have an "impacted cage". Make sure there is No-one in contact with the cage players at the end of your turn - that way your opponent can at best end up next to the ball carrier after blitzing...
2) Guard players on opposite corners - destroy wardancers hopes

3) You CAN move the cage forward - its about prizing apart gaps. If your opponenent simply dodges away from you all the time make sure the players NOT in the cage are standing next to his at the end of your turn. (Less good against orcs - they'll just hit you!)
4) Exploit gaps - One blitz can often lead to the whole cage and rest of team slipping through a gap the opponent hadn't seen. To effectively stop a cage you need TWO lines of defence - thats at least 6 players - and undead are fast enough to be able to get round one edge of that formation - so make it 8 players....
5) If your opponent pressures the cage - make him pay - block like a madman where you can - rolling up a scrimmage line is always fun - you should be on 2 dice blocks all the way... Then move your NON cage players into the carnage of fallen players - they can't get away then and will either fall over dodging or just get blocked silly as your cage rumbles past....
Better advice would be from Bueno Excellente (my mate John) who is top of our league - and generally known as "John 8:16"
Guess why

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Sproutman, it may be that your using the cage to the wrong effect, the cage is only there to protect the ball carrier, it is not the means to score.
Plus you only need to progress a short distance into enemy territory, to be in a position to score.
It appears to me be that you are trying to score too quickly, to play undead effectively you have to have patience, and wait for your team to take its toll. Every time you get the ball you should expect to take up to 7 or 8 turns to score, any quicker than that and you've outdone all the hard worked achieved in getting the initial score
You already stated that you are prone to commiting your ghoul too early.
Just wait until the only commitment he makes is to run the 7 sqaures for the TD.
I can only suggest that if this doesn't suit your style of play then it may be wiser to give a high agility or MA team a go, your tactics may reap didvidends better with these, as every team needs its opwn tactics
Plus you only need to progress a short distance into enemy territory, to be in a position to score.
It appears to me be that you are trying to score too quickly, to play undead effectively you have to have patience, and wait for your team to take its toll. Every time you get the ball you should expect to take up to 7 or 8 turns to score, any quicker than that and you've outdone all the hard worked achieved in getting the initial score
You already stated that you are prone to commiting your ghoul too early.
Just wait until the only commitment he makes is to run the 7 sqaures for the TD.
I can only suggest that if this doesn't suit your style of play then it may be wiser to give a high agility or MA team a go, your tactics may reap didvidends better with these, as every team needs its opwn tactics
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It can never be considered a cage if one of your cage is in a tackle zone of an opposition player at the start of the turn, that is just asking for trouble, the best cage is one that forms, then if the opposition commits to blitzing one of your cage support players, then the cage can set up and reformed elsewhere, without moving the player thats been blocked. if neccesary with 4 different players and only the ball carrier moving. Its easy if one mummy is in the original cage to Blitz a gap for your ghoul to rush out into the protective arms of the newly formed secondary cage, where your second Mummy waits in case you need the same tactic to play out again.Sproutman wrote:The problem is that the tactics mentioned seem to get caught (as most tactics for Blood Bowl do I find) between being unrealistic or painfully obvious. The idea of providing a strong offence with the Mummies and remembering to not give them the ball may be a good one, but its also something that I'd kind of figured out for myself.
But the biggest bone to pick with the advice so far is the various pieces of support I've had for the cage tactic, or similar kind of moves. I'm not daft and I have tried this before but I've never, ever, ever, seen a cage work in real life. It looks good on paper I find, but even against Elves the damn thing gets broken as soon as they look at it. All it takes is one person to go down and a couple of linemen in to block assists and they've got a one dice block on the ball carrier. I find the cage usually offers next to no protection against a cunning enemy with even the slightest bit of luck on their side.
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- honeycomb kid
- Experienced
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- Joined: Wed Mar 05, 2003 4:58 am
- Location: Toronto, ON
Try it. I have. It works. Set them up maybe 3-4 squares from end zone and just inside the 3 ma is enough to get anyone trying a deep 2 turn score unless he's stupid enought to go next to the crowd - in that case, well, you know what to do. It also has a psychological effect in that you can generally get 3 dice on a wimpy catcher and then pile on and crack almost automatically. Mmmmmmmmm....Sproutman wrote:Sorry Honeycomb Kid, but your first point practically made me laugh out loud.... MA 3 players as a deep defence to catch MA 7+ catcher/runners? Can't see it working myself, although I suppose anything is worth a shot at this stage in the game.honeycomb kid wrote: 2 ghouls on outside, mummies on inside of last line of defence, to kill anything that gets through you're first lines (they will)
This enables you to start off with a team that will last and be able to compete immediately and at the same time grow very quickly. Count on having to use many rerolls for the first few games just to pick up the %$&#@( ball!!!
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Clock control is important, as somebody mentioned here. Score on last turns of the half - if you're already at the endzone protect the carrier and let the mummies eat.
Also, if you need to score immediately or with some risk don't worry about setting up a half-cage against the sidelines unless you're facing some leaping elves/other crazy cage-breakers.
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