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!
Bookman wrote:These are enlightened Chaos who know that Khorne is make-believe.
Heretic! Clearly the cowardly agents of Slaanesh have brainwashed you, you must resist!
Anyway if you really must utilize the double then I would give him dodge as this player will be a target, and then he can hand off to your warriors to get them those much needed spps.
Then when they get a new skill, pray to Khorne for a double and take Claw or RSC!! Bwahahahahahahahaaaaaaaa!!!
Well if the goal is to be able to pick up a ball anywhere, including in several TZ, I'd simply choose ... dodge !
The beastman will then be able to reliably go away after getting the ball in a "cheese" (this is a plain translation of French word "fromage", that can describe a mess of players of both teams blocking themselves around a ball with at least 2TZ on it ... I've tried several times to explain the concept to foreign opponents at the Lutece Bowl, in vain).
And, as he'll be the ball carrier, he'll be able to do some elvish things like blitzing alone the last standing defensive player, pushing back, dodging and scoring.
Btw, I seem not to be the most Khorne-inspired Chaos coach, as I like agility of the team (2dices blitzes with any player alone, an elf dream...).
W
Reason:''
Wonder
"There's something irrelevant in fire stairs, as fire usually goes by the roof." (almost Pratchett)
ooh Hailmary......
2+ pick up in tzs then throw it away *FETCH*
Reason:''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]Hall Of Famer[/url]
Novice Heretic
Wielder of the Trout of Nuffle Slapping
"I hope this makes sense,most things make sense in my head, but not to other people"
He is your ball carrier, foul appearance creates an automatic 1/6 chance of not getting hit, and if he gets hit, and loses the ball, foul appearance will make it much harder for your opponent to get the ball out of there, so your other guys can do some bashing, and he can get up, pick up the ball, and start heading down field again. It also makes him a defensively very usefule player, so it is likely the only option that increases both your offense & defense...
If this guy is your runner I recommend giving him the physical trait of Two Heads.
The +1 to dodge may help significantly if you need to pick up the ball in tacklezones and then break away. In most situations with one or two tackle zones on the ball, you are talking about a 2+ to pick up and a 2+ to dodge away.
This combo would be your best option in my opinion.
Reason:''
7 times consecutive winner of every major tournament....IN MY HEAD!!!
harald wrote:Stand Firm in order to not risk a turnover while dodging to try and get to the ball.
I'd agree with that. Dodge is also a good choice as its improved resistance to blocking is good. I may take SF first (just for that dodge into a couple of TZ to pick up the ball).
If you want a passing game take Accurate instead of pass. Another option is dump off so when he does get hit you can get the ball away.
I'd absolutely not take Leader (he's a big enough target already) and NOS I'd only consider after Dump Off or Accurate.
I'm settling on Accurate. A few teams in the league have gotten the kick skill, and accurate should let me throw a fairly safe pass as I start my drive and keep from being pinned too deep by the kickoff. That should make it more reasonable to use my CW as runners for a few games and try and get them some much-needed SPP.
I'd say Dodge. I tried Foul Appearance on a similar beastman with Big Hand and it hasn't really helped at all. It doesn't consistently help avoiding being hit, so Dodge seems a better choice. (Though Accurate or NoS would also be nice... assuming anyone in the team could actually catch!)
Martyn
Reason:''
Dark Elf Blitzer 8/3/4/8 Block, Dodge, MA+1, Shadowing, Side Step, Tackle
No doubt about it you want stand firm. This guy can dodge into just about any TZ to pick up the ball. Dodge skill comes through rerolls and you do not commit a turnover in case he fails his dodge.
You can dodge in. If you succeed you can hand the ball off to someone not in the TZ that can make a run for it.
You can dodge in and out without risking a turnover.
You do not have to worry about 'insane frenziers'.
Block/Surehands as your next skills and you have a very potent ballcarrier. Any other double go Dodge Or Hail Mary Pass.