6/5/5/8 vamp, suggestions for development?

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Taffsadar
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Post by Taffsadar »

Yeah block was probably the right choice. I think the next choices should be leap and strip ball. With that combo will you be able to break pretty much every cage you face. Leap in on 2+, make a 2 dice block (unless facing 3 assists) and then have a 8/9 chance to get the ball from a player without sure hands (and players with sure hands generally doesn't have dodge so you still probably got atleast a 5/9 chance to get the ball from a sure hands player

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Post by TuernRedvenom »

Taffsadar wrote:Yeah block was probably the right choice. I think the next choices should be leap and strip ball. With that combo will you be able to break pretty much every cage you face. Leap in on 2+, make a 2 dice block (unless facing 3 assists) and then have a 8/9 chance to get the ball from a player without sure hands (and players with sure hands generally doesn't have dodge so you still probably got atleast a 5/9 chance to get the ball from a sure hands player
just my opinion but I usually reserve strip ball for weak players, if you have a high str monster then you want to knock the ball loose AND hurt the ball carrier while doing so. So I'd prefer tackle, then mighty blow. I also wouldn't take leap because there's a lot of hypno gaze in the team which is great for breaking cages.

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Post by Ravage »

in my opinion people say there's a "lot" of HGaze on the vamp team have likely not played as the vamp team much :) sorry tuern, maybe I'm wrong hehe. In my experience I've found that putting more than 3 vamps on the field at any one time is complete and utter suicide, as your OFAB's will keep sending your own thralls off the pitch: or if nothing else, keep them stunned and useless to you mid-drive.

Assuming this vamp stays alive to skill more, unless I get another ST increase I'll be taking tackle for him. Like tuern said, with ST5 you're looking to put someone down. Altho if this beast is STILL alive and kicking for another skill beyond that, strip ball would make him the ultimate ball retriever :) the other reason i wouldnt want to take leap would be because there's no way i want to end my turn with this guy surrounded by ~5 opposing players who will all be drooling to put this guy on his back and then give him the boot. the limited amount (1 or 2) of HGazes i DO have should be more than enough for a quick run in, blitz, and run out.

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TuernRedvenom
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Post by TuernRedvenom »

Well "a lot" was a bad expression from my part, should have said "enough". And you're right, I don't even play vamps but I have played against them on more then 1 occasion. :)

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Post by Ravage »

it's all good, understand the wording change :) you just have no idea how many people ive talked to ask me why i dont have 6 vamps on my roster... "umm, because as soon as i lose a few thralls, id have 6 vamps and 3 thralls on the field thanks to the rule of 11." And that would NOT be a good thing for my ofab rolls :lol: :wink:

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Taffsadar
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Post by Taffsadar »

TuernRedvenom wrote:
Taffsadar wrote:Yeah block was probably the right choice. I think the next choices should be leap and strip ball. With that combo will you be able to break pretty much every cage you face. Leap in on 2+, make a 2 dice block (unless facing 3 assists) and then have a 8/9 chance to get the ball from a player without sure hands (and players with sure hands generally doesn't have dodge so you still probably got atleast a 5/9 chance to get the ball from a sure hands player
just my opinion but I usually reserve strip ball for weak players, if you have a high str monster then you want to knock the ball loose AND hurt the ball carrier while doing so. So I'd prefer tackle, then mighty blow. I also wouldn't take leap because there's a lot of hypno gaze in the team which is great for breaking cages.
He's pretty much a sure cagebreaker with strip ball. He can leap in, knock the ball loose and then dodge into a safer position. He can blitz in, get the ball and then leap over the rear of the cage to score. He can simply leap over a wall of opponents, blitz the carrier and get the ball. He can leap in, pick up the ball in 2 tackle zones and leap away etc.

Making leaps on 2+ is just too good to ignore. The strip ball vs tackle is much harder but I generally favour stip ball on "dodgy" players who pretty much always are able to get to the ball. A player with tackle got a 5/9 chance to knock down an opponent with block but doesn't help against non dodgers. Stip ball helps against pretty much against anything except throwers and other creatures which doesn't have dodge. This means that you got a great chance to get the ball in practically any situation and knocking the ball loose in a cage which is surrounded by thralls and with a vampire in the middle means that your opponent will have a hard time to get the ball back into control.

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Post by Mirascael »

I'm not an expert with vampires, but wouldn't be Block, Pro, Leap, Tackle, Dodge, Guard or Side Step better on such a player than Mighty Blow?

And I certainly would pick Frenzy on a double here, he shouldn't be knocked too often anyway. :wink:

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Post by TuernRedvenom »

Taffsadar wrote:A player with tackle got a 5/9 chance to knock down an opponent with block but doesn't help against non dodgers. Stip ball helps against pretty much against anything except throwers and other creatures which doesn't have dodge. This means that you got a great chance to get the ball in practically any situation and knocking the ball loose in a cage which is surrounded by thralls and with a vampire in the middle means that your opponent will have a hard time to get the ball back into control.
Well, in my experience, any coach that's going to play a cage will make sure his ball carrier has sure hands to offset strip ball. I know I certainly would.

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