Rolling Doubles
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- Darkson
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Rolling Doubles
You've a player witha couple of skill/stat increases, and you have a general plan of what you'd like the player to have/become. Then you roll a double for his next skill.
Do you go for a skill/trait you can't normally get, or go with your planned development?
Do you go for a skill/trait you can't normally get, or go with your planned development?
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- neverdodge
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- Zombie
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My planned development always includes the possibility of a double, and i always take advantage of the doubles i roll. There are exceptions to this, for example an elf thrower who already has strong arm, but they're extremely rare.
For example, two bull centaurs could have the following road planned ahead of them:
#1 Block, Break tackle, Strip ball, <i>Dodge</i>
#2 Block, Pilling on, Mighty blow, <i>Frenzy</i>
I always denote doubles with either italics or parenthesis.
For example, two bull centaurs could have the following road planned ahead of them:
#1 Block, Break tackle, Strip ball, <i>Dodge</i>
#2 Block, Pilling on, Mighty blow, <i>Frenzy</i>
I always denote doubles with either italics or parenthesis.
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- DoubleSkulls
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I think I'd agree with neverdodge. It depends on the number of players you have available for that position.
With my current HE team I've turned down doubles rolls because I can't see that any of the skills available on a double are better than those that I can take normally.
However I might get a bit annoyed if none of my Line Elves gets another double ...
Ian
With my current HE team I've turned down doubles rolls because I can't see that any of the skills available on a double are better than those that I can take normally.
However I might get a bit annoyed if none of my Line Elves gets another double ...
Ian
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- TiMuN
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I seem to only get doubles when i don't need them, and i have taken advantage from them in just one or two occasions ..
I use to get those dobles as first skill for my players, when other more basic skills would come handier ..
But if I play Chaos, y keep every single dobles roll i get .. after all, mutations are not so common, and fairly hard for the other coaches to track (not beign accostumed to them)
I use to get those dobles as first skill for my players, when other more basic skills would come handier ..
But if I play Chaos, y keep every single dobles roll i get .. after all, mutations are not so common, and fairly hard for the other coaches to track (not beign accostumed to them)
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- Haar
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I agree with the principle that there are no hard and fast rules. For example, big blockers like BOBs and Ogres and such really need block ASAP. They tend to advance slowly, so giving them block instead of a double thing (stand firm is really awesome on those guys) is a good idea.
Most other positions, OTOH, can really benefit from a doubles roll. Just about anybody can use Nerves of Steel. Even if your player doesn't have catch yet, or even a high move, using NoS to receive a handoff is pretty useful if you're trying to set up a running play. Also, putting NoS on a passer makes him more useful in defensive situations (run in, scoop up the ball and toss it out).
Don't forget giving somebody Leader, it usually pays off. Dauntless is a good skill to have as well. Elf teams should get Guard on their line if they can (since they have limited access to ST4 players). While jump up isn't that great, it can really help in the last few turns of play, since they can be knocked over and still in TD range.
If the first roll is a double, then you should definitely take it. You can turn a lineman into a backup thrower or blitzer or whatever. And of course, mutations on skaven and chaos are awesome!
Just some thoughts.
Most other positions, OTOH, can really benefit from a doubles roll. Just about anybody can use Nerves of Steel. Even if your player doesn't have catch yet, or even a high move, using NoS to receive a handoff is pretty useful if you're trying to set up a running play. Also, putting NoS on a passer makes him more useful in defensive situations (run in, scoop up the ball and toss it out).
Don't forget giving somebody Leader, it usually pays off. Dauntless is a good skill to have as well. Elf teams should get Guard on their line if they can (since they have limited access to ST4 players). While jump up isn't that great, it can really help in the last few turns of play, since they can be knocked over and still in TD range.
If the first roll is a double, then you should definitely take it. You can turn a lineman into a backup thrower or blitzer or whatever. And of course, mutations on skaven and chaos are awesome!
Just some thoughts.
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- Zombie
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For a ST4 or ST5 player who rolls a double on the first skill, i usually go with frenzy. You know they're gonna get 2 dice on the second block, and they become great at making holes in the opposing team's line. Block will come soon with the CAS collected with frenzy, and in the meantime, they'll be more useful to the team with frenzy anyway.
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- juck101
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Bit late to comment but I find its best to plan but I think half the stats and doubles rolled I ignore. For example a human blitzer with one skill, stripball rolls double after three games- i need to get hm tackle because of teams benefit. But if happens latter, say 15 games my team is developed to a point wher I must choose best for the player so standfirm becomes my fav. The is no hard and fast, just like the dice. Blood Bowl is a unpredictable game- go with the flow
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- kaboom
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a double could be used to ad a trait to your player, and create a "backround"(is it the good expression?maybe not...)to him!(is it a english sentence?)
example, my human blizter called"kevin the crazy of his race"
rolled a double so i choose FRENZY!!
example,a gobbo called"the mighty skinny" roll a double.
what's your choice? PILLING ON for sure!!!
use trait to personalize your team, and not to optimize it!!!
play with fun!!!
example, my human blizter called"kevin the crazy of his race"
rolled a double so i choose FRENZY!!
example,a gobbo called"the mighty skinny" roll a double.
what's your choice? PILLING ON for sure!!!
use trait to personalize your team, and not to optimize it!!!
play with fun!!!
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- kaboom
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imagine the combo:campaigner wrote:WAAAAAAY to go dude!kaboom wrote:
example,a gobbo called"the mighty skinny" roll a double.
what's your choice? PILING ON for sure!!!
gobbo called the mighty skinny with
frenzy,dauntless,pilling on!!
and mùighty blow for fun!!
it's probably a new star-player like varag and morg!
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- Darkson
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- NightDragon
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Personally I am very tempted with a skill/trait I cannot normally get, but I have been known to be boring and go for what I have planned. Tends to be the former though.
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