
saurus and piling on
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saurus and piling on
HI there I was looking around and when folks talk about the lizzy development, piling on is not mentioned. Block was always first, then break tackle?, then guard? I don't see the logic. I've only played dark elves (lizzies in the mail). To me it seems if you want to get SPP's with sauris break tackle is a terrible second skill. While dodging like an elf is cool, why bother? If someone is beside the sauri, smash em. Piling on is perfect for spp. The only way sauris get spp is to get casualties or by fluke(mvp,int). Would it not make more sense to go block, piling on, tackle for sauri? At least it wont take them 30 games to get 4 skills. Comment plz, except for do a search, what a turn off to posting, it isn't called blood bowl library, ssshhh not talking 

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- Asmodan
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You get more spp with PO off course, but it does not help you much if your opponent keep knocking you down or dodge away.
Guard does not only support your other sauruses but it also support your skinks giving them str 3.
Break Tackle means you can dodge away with your sauruses and blitz anyone you want.
This might be very useful in case of someone almost scoring or a player threatening your ball-carrier or maybe a str4 ball carrier when you only has 2 skinks close enough.
Guard does not only support your other sauruses but it also support your skinks giving them str 3.
Break Tackle means you can dodge away with your sauruses and blitz anyone you want.
This might be very useful in case of someone almost scoring or a player threatening your ball-carrier or maybe a str4 ball carrier when you only has 2 skinks close enough.
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- juck101
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yes pile on very good, but need to look at big picture too.
Go for one or two pile on/MB to start but the other sarus give block. You can then playtest the idea but think you will love the block more.
Guard vey good second skill can up the skink and protect you.
Break tackle try it on one block/break tackle player and see if it aids your mobility. Will depend on playing style but it is great with this team. Krox cant blitz effectivly (bone head) and skink ST2, so sarus good choice to blitz
Go for one or two pile on/MB to start but the other sarus give block. You can then playtest the idea but think you will love the block more.
Guard vey good second skill can up the skink and protect you.
Break tackle try it on one block/break tackle player and see if it aids your mobility. Will depend on playing style but it is great with this team. Krox cant blitz effectivly (bone head) and skink ST2, so sarus good choice to blitz

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- Joemanji
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You have to see the big picture. Earning SPP comes second to winning games.
An easy ploy against lizzies is to put a TZ on every Saurus and then make a break for the endzone with the rest of your players. If you get a couple of guys with TZ coverage of the ball carrier, then the skinks have NO chance of taking him out. And with AG 1, your Saurus have no chance of dodging away for the blitz. It's so easy to do this - suck the Saurus onto the LOS and then peel and break away.
Break Tackle is such a HUGE advantage to counter this. Because it is POSSIBLE that one (or more) of your Saurus can dodge away and make the blitz, your opponent CAN'T risk the breakaway ploy. He just won't even try it. This seriously damages his chances of scoring a quick TD, and gives your Saurus more time to hit people and work out the ball.
SPPs hauls and skill combos are NOT the only way to win games. You can use tactics too!
An easy ploy against lizzies is to put a TZ on every Saurus and then make a break for the endzone with the rest of your players. If you get a couple of guys with TZ coverage of the ball carrier, then the skinks have NO chance of taking him out. And with AG 1, your Saurus have no chance of dodging away for the blitz. It's so easy to do this - suck the Saurus onto the LOS and then peel and break away.
Break Tackle is such a HUGE advantage to counter this. Because it is POSSIBLE that one (or more) of your Saurus can dodge away and make the blitz, your opponent CAN'T risk the breakaway ploy. He just won't even try it. This seriously damages his chances of scoring a quick TD, and gives your Saurus more time to hit people and work out the ball.
SPPs hauls and skill combos are NOT the only way to win games. You can use tactics too!

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- Darkson
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Plus the fact that PO is probably going to be nerfed to hell and back in the rules review, it's probably not going to be that good a skill to give now.
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- Wonder
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I've played 9 games in a row with lizzie team (7W-1D-1L for the moment ...) and here's my conclusions on the sauri :
- it is very long for Sauri to get SPP (as it is for BOB). So pick first the most important skill, 'cause the second one is far away (5 CAS to get from 6 to 16 SPP).
- Having 4 in ST is very good, but keep in mind any 2 block dice has 1/9 probability of skull / both down combination and turnover. So you will have to delay "free blocks" (linemen stuck to your saurus only to pin him down) as late as possible in the turn to avoid consuming useless RR. Once you've got block, the prob decreases to 1/36, which is greatly safer. Moreover, your opponent will have a hard time knocking them down (gathering 3 players for each saurus is a lot).
- Having 6 in MV is great too. It provides you with a dynamic defense and the possibility to build a cage far in the opponent half. Thus, if your Sauri get stuck in TZ, you'll lose this advantages. Having Break Tackle is a very good option to avoid this.
So, I'll pick up a mix of BT / block for your first progressions. If doubles, think of a Leader for managing the Krox Turnover, then Stand Firm (without block, I prefer Stand Firm).
For second skill (might happen eventually), I'll take block for the BT, and a mix of tackle/mighty blow for the others. Any block Saurus with a double could have Frenzy.
A guard or two might be useful against cage breakers (to give the skink at least FO3).
I've tested a lot the block / break tackle combo and it speeds up a lot your attack. It finally looks like rugby (congratulations to England, btw) : you run, hit the line, make some mole (4 sauri, 1 skink in the middle with the ball), then dodge back to free your sauri, and re-hit the line 4-5 squares away on the side, and if possible 1 or 2 squares foreward. If not quick enough, your opponent will have a hard time constantly redefining his defense.
W
- it is very long for Sauri to get SPP (as it is for BOB). So pick first the most important skill, 'cause the second one is far away (5 CAS to get from 6 to 16 SPP).
- Having 4 in ST is very good, but keep in mind any 2 block dice has 1/9 probability of skull / both down combination and turnover. So you will have to delay "free blocks" (linemen stuck to your saurus only to pin him down) as late as possible in the turn to avoid consuming useless RR. Once you've got block, the prob decreases to 1/36, which is greatly safer. Moreover, your opponent will have a hard time knocking them down (gathering 3 players for each saurus is a lot).
- Having 6 in MV is great too. It provides you with a dynamic defense and the possibility to build a cage far in the opponent half. Thus, if your Sauri get stuck in TZ, you'll lose this advantages. Having Break Tackle is a very good option to avoid this.
So, I'll pick up a mix of BT / block for your first progressions. If doubles, think of a Leader for managing the Krox Turnover, then Stand Firm (without block, I prefer Stand Firm).
For second skill (might happen eventually), I'll take block for the BT, and a mix of tackle/mighty blow for the others. Any block Saurus with a double could have Frenzy.
A guard or two might be useful against cage breakers (to give the skink at least FO3).
I've tested a lot the block / break tackle combo and it speeds up a lot your attack. It finally looks like rugby (congratulations to England, btw) : you run, hit the line, make some mole (4 sauri, 1 skink in the middle with the ball), then dodge back to free your sauri, and re-hit the line 4-5 squares away on the side, and if possible 1 or 2 squares foreward. If not quick enough, your opponent will have a hard time constantly redefining his defense.
W
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- DoubleSkulls
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