Help With DE late development
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Help With DE late development
Howdy.
As my team approaches higher TR I find it harder and harder to win games. I'm not sure why really but could some of you guys check out my roster and maybe see if theres something essential skillwize that is missing and maybe have som suggestions how to improve the team.
http://fumbbl.com/FUMBBL.php?page=team& ... _id=149176
Kind Regards
Pzkpfw
As my team approaches higher TR I find it harder and harder to win games. I'm not sure why really but could some of you guys check out my roster and maybe see if theres something essential skillwize that is missing and maybe have som suggestions how to improve the team.
http://fumbbl.com/FUMBBL.php?page=team& ... _id=149176
Kind Regards
Pzkpfw
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- dendron
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Put dodge on some of your lineman first then block. With these players you can give assist to blocks etc and you have a intergrated reroll. So you don't have to waste a teamreroll. If you roll doubles go for guard on the the linos. Try to get dauntless, strip ball or tackle to bring down the other dodge teams.
I hope that helps.
Dendron
I hope that helps.
Dendron
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There are some definate tiers for your team when you are playing DE and you are in one of them. I saw at least 4 or 5 guys on there that are 4-6 spp away from getting a skill. Once you manage to pull those off your team will perform a bit better. But the 180-200 TR mark is a hard slump to pull through, but it is worth it for the 205-220 range.
Other than that your team looks really good. I couldn't initially find anything wrong with the team until it occured to me that I ussually end up in that same slump.
Asperon Thorn
Other than that your team looks really good. I couldn't initially find anything wrong with the team until it occured to me that I ussually end up in that same slump.
Asperon Thorn
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Looking for Fair and Balanced Playtesting of the DE Runner 7347 Surehands G,A,Pa 90K - Outdated and done.
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i was going to say the same thing about all the +MA. they have been been all 6-4, but I imagine at least ONE must have been a doubles. You need guard on the team to keep up with bashier teams. I also agree you should mix up your first pick of block & dodge a bit. As someone above said, getting a few guys dodge will make it that much easier for your team to stay mobile (not wasting TRR's on failed dodges) and position yourself better/dodge away from the line when you need to.
Focus on the players that dont have as many skills. your one lino has played 23 games and all he has is a single cas! Another has played 19 and only has an mvp to show for it. With ag4 it's not hard to work some cmp's into your gameplan and try to keep them on the front sprinting lines to score a TD for themselves. And getting the cmp's is pretty easy with ag4, if nothing else you can hide a runner next to the player and then handoff/catch to your lowly lino and have him quick-pass it back to your ballhandler for the easy point. 3 2+'s isn't too tough to do, and if youve got some TRR you feel like throwing at the effort it's that much easier.
Strip ball is also a skill you should start picking up, and some of your players should get it and tackle (like your blitzers). turn them into ball-getters as well as decent blockers and with your ag4 you should be able to get a decent shot at getting into a position of forcing your opponent to drop the ball, even if you have to roll 2d against you to make it happen. With a RR you have an 88% chance of rolling 2 block dice and having both dice come up NOT skull or both-down. and it's still a 66% chance of that happening without the reroll.
Focus on the players that dont have as many skills. your one lino has played 23 games and all he has is a single cas! Another has played 19 and only has an mvp to show for it. With ag4 it's not hard to work some cmp's into your gameplan and try to keep them on the front sprinting lines to score a TD for themselves. And getting the cmp's is pretty easy with ag4, if nothing else you can hide a runner next to the player and then handoff/catch to your lowly lino and have him quick-pass it back to your ballhandler for the easy point. 3 2+'s isn't too tough to do, and if youve got some TRR you feel like throwing at the effort it's that much easier.
Strip ball is also a skill you should start picking up, and some of your players should get it and tackle (like your blitzers). turn them into ball-getters as well as decent blockers and with your ag4 you should be able to get a decent shot at getting into a position of forcing your opponent to drop the ball, even if you have to roll 2d against you to make it happen. With a RR you have an 88% chance of rolling 2 block dice and having both dice come up NOT skull or both-down. and it's still a 66% chance of that happening without the reroll.
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Mostly stuff that's already been mentioned.
- needs Guards, Tacklers
- +MA linos are less effective than +skill linos, you can already have 6 fast players
- Why 2 throwers? The first one shouldn't be getting hit often enough to warrant the extra TR. I realize you have one developed as a runner, but you have plenty of players who'd be better at that anyway.
- Extra coaches are a waste of time, since you have enough rerolls not to need the extra one from the (possible) kickoff table result.
I have to agree with Asperon, though, I think most DE teams tend to stall at just under 200 TR (I know mine do).
- needs Guards, Tacklers
- +MA linos are less effective than +skill linos, you can already have 6 fast players
- Why 2 throwers? The first one shouldn't be getting hit often enough to warrant the extra TR. I realize you have one developed as a runner, but you have plenty of players who'd be better at that anyway.
- Extra coaches are a waste of time, since you have enough rerolls not to need the extra one from the (possible) kickoff table result.
I have to agree with Asperon, though, I think most DE teams tend to stall at just under 200 TR (I know mine do).
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Actually I doubt that's true for Pro Elves. You really want catchers with Dump-off and blitzers with Frenzy. At least I do. Works fine for me. Guard whenever a STR 3 lineelf rolls a non-STR+1 double, of course.Skummy wrote:Yup, not taking guard on most doubles will kill any Elf team eventually.
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Your two throwers do not need block and dodge. If they are being hit that is a bad thing. If they are hitting thats bad. On a double for them strong arm, plus accurate with AG4, and pass. Its almost gauranteed. They go on the field for offence. On defence they sit in the box and watch.
Witch Elves need Strip Ball, and Tackle. So do the Blitzers.
You also could hope for some guard. As others said.
Witch Elves need Strip Ball, and Tackle. So do the Blitzers.
You also could hope for some guard. As others said.
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Hmm. I can see the dump off with the catchers (and I've used it) as being a lot of fun, but I'd think that guard on their blitzers especially would be the way to go becasue they've got the armor, and are only one skill away from being a blodge sidestepper. A blodge guard sidestepper is a real pain to deal with. Why do you consider Frenzy such a top tier skill? I ususally find it works best against newer coaches becasue you can shove their players out of bounds. More savvy coaches don't fall for that.Mirascael wrote:Actually I doubt that's true for Pro Elves. You really want catchers with Dump-off and blitzers with Frenzy. At least I do. Works fine for me. Guard whenever a STR 3 lineelf rolls a non-STR+1 double, of course.Skummy wrote:Yup, not taking guard on most doubles will kill any Elf team eventually.
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true, but frenzy is still a force to be reckoned with. In my experience, forcing your opponent to either refuse to leave any of his players in the last 2 tracks of the pitch, or ensuring they stack enough players around the edge so that you have very little hope of pushing a player off, is just as good as pushing a player off. They're playing that way because of the THREAT of frenzy, which can be just as good for you.
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