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!
whether your opponent has Block or not doesn't change the odds of you going down
Surely it does if you roll something like
Skull
"Both down unless you have block"
Also it helps you make the most of opportunitys to beat up on those without block.
The added mobility is an aspect I hadn't fully considered but I suppose sure feet + sprint is pretty damn useful. Would tackle also be of use in this roll for picking on those low AV dodgers like gutter runners et al?
when you don't have Block, if you roll POW/SKULL (both down), then YOU will go down, no matter if your opponent has Block or not (if he doesn't, he will go down as well, but that's beyond the point, since you suffered a turnover).
and sure feet + sprint is good, but only if you can use them, which is where Break Tackle comes into use
when you don't have Block, if you roll POW/SKULL (both down), then YOU will go down, no matter if your opponent has Block or not
Obviously, that is my point (though badly explaind obviously) that if you hav block you can use your st4 vs st3 players more effectively because there are fewer results on your 2 dice that causes a turnover.
I always see st4 players as block/blitz sure-firers. I mean players that you can rely on to make "that block" without risking a turnover.
Jimmy - the best way to counter-act most teams is to neutralise their best players. Taking out a 130k player with a 50k player is an excellent trade. Without BT all you need to do to neutralise a BC is stand a lineman next to him.
Also Block isn't necessarily that useful. Only 1/12 will it make a difference to the chances of you falling over - and you can reroll that anyway. If you just want to hit people CD Blockers do a really good job at reliability.
BCs are generally the blitzers/runners for the team - once they've got the ball they are hard to stop scoring.
Cheers ian, i see what you mean now I am a bit new to all this and the thread caught my eye as my next team will either be CD or lizardmen.
If you were to run 2 BC in the team, would you advocate sure hands one so as to get a decent ball carrier (he does actually have to get hold of the ball if he is to carry the thing).
Sorry if this is a bot of a hijack, I am just curious
jimmy944 wrote:If you were to run 2 BC in the team, would you advocate sure hands one so as to get a decent ball carrier (he does actually have to get hold of the ball if he is to carry the thing).
Probably not as I personally prefer trying to get the hobgobs to score.
BCs I'd concentrate on developing as blitzers (BT, Block, Tackle/Strip Ball with Stand Firm, Dodge or Frenzy on doubles).
Some people like Sure Hands BCs - some like giving them catch on doubles. I think its a pretty personal thing and the team can work any way.
be creatitve: consider Diving Tackle or even Catch.
With Diving Tackle you'll have a better chance to cause a turnover or pin down a player in scoring position if you fail to knock him over. You will have to risk having the BC kicked in the teeth when he's on the ground though.
With Catch you can get the ball into his hands a bit more reliably and everyone who knows about Chaos Dwarves will know that getting the ball to the BC is the hardest part of any plan.
Cheers
Reason:''
The truth of the BBRC 2004 finally hits home:
"What!? No more Dauntless Ogres!?"
hi, i did not want to make this one into a ball carrier/catcher as i already have one with ag3 who can do that job. in the end i have gone with stand firm because combined with break tackle it is very, very effective in making him a mobile blitzer. thus saving him from being on his back and being fouled out of the game, which is what normally happens when a bull centaur goes down.
phil
Reason:''
when i looked like loosing i may of, but not any more.