Travellers 2006 league season... with Humans :-)

Want to know how to beat your opponents, then get advice, or give advice here.

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Juggernaut
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Post by Juggernaut »

let's check the double on catcher again:
so the best possibilities are Jump Up, Nerves of Steel, Dauntless.
1.) Jump Up - good when your catcher will be down - but wont help him stand up, catch and run then, wont help him when AV passed when blocked and he has AV7, so await it a lot. And with Blodge, you dont expect/hope him to be down a lot. JU is a lot better with ST3+, because you can block at will. It is a great trait, but not for him, sorry.
2.) Nerves of Steel - a good offensive trait - makes those catches a lot easier, but you still have to dodge and it is never easy with Ag3 - still a good skill, but wont help you on defense.
3.) Dauntless - great for ST2, because you still can hit higher ST players. that combined with MA8 dodge is just nuts. makes him useable on defense, too. Not only useable, but also a great defensive weapon. After he gets Block that you plan to give him, he will be great. Of course it fails sometimes, but when you block ST3 player and you place an assist , you have 1d at least, so still OK after Block skill acquired.

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JaM
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Post by JaM »

Hmmm... kay. Forget me saying JU on the catcher. I was thinking about that HE catcher I faced in a league with JU... ST 2 wont cut it with JU I guess. Still, a nasty suprise.

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Post by SolomonKane »

I wouldn't get too panicky about facing the lizards, either. As mentioned before, tie up their Saurii with liners and attack the Skinks. Better yet, if everything else in a turn has worked and you still have a RR left, take the time to throw some -2db blocks with a Blitzer against a Saurii! You have at least a near-even chance (somebody want to help me with the numbers here?) to knock him down with Block vs no Block.

Remember too, that Lizzies can cage but the Saurii can get hopelessly tied up very easily, which will then require the Skinks to make a break for it on their own. Really, they play better if the lizzie player is trying to make use of his mobility. Skinks might score in two or three turns once or twice, but in the meantime you ought to be able to take down a few with Block. Two or three CAS Skinks and you should be in a very comfortable position.

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Post by Strider_fr »

SolomonKane wrote:throw some -2db blocks with a Blitzer against a Saurii! You have at least a near-even chance (somebody want to help me with the numbers here?) to knock him down with Block vs no Block.
Blitzer knocked down : 31%
Saurus knocked down : 25%

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Post by traveller »

cheers for all the information here... :D I changed my mind and gave this player dauntless... i just have to remember this ! :roll:
As mentioned before, tie up their Saurii with liners and attack the Skinks.
...
Game 5 of the DungeonBowl2006 i played against a Lizzy Team. With my old Orcs .... against a lot of Sauris and this damm Kroxi with its tails ! Argh! But all those sauris got Guard at this state of the tournament ! I couldnt get into the Skinks... at the end i was tied up hopeless... (See this pict at my website http://www.blood-bowl-miniatures.de/bb/ ... ame05b.jpg ) And my dice were very bad luck !
Lets see, what i can do this time ! :wink:

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Mootaz
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Post by Mootaz »

Remember, this time it's a league, not a tourney, so his Saurus won't have any skills in game 2, maybe one of his Saurus, max. So if you tie them up with linemen, they can't get away from you, and without Block they'll cause turnovers, even with 2D blocks (1/9). And your linemen can take a beating. They get knocked down, you (mostly) just get up again and tag him again.
Your Blitzers have to go Skink hunting. Does he have a Krox?

Although your Catcher has Dauntless, don't use him too much in this game. You need your Blitz to attack the Skinks and you don't want to leave your Catcher in the Tackle Zone of a Saurus, even though you have Dodge and he doesn't have Block. Your Dauntless Catcher only becomes really useful once he has Block.

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Post by Kheldar »

Hi Trav, you keep to your word. I'm really looking forword to you match reports. The tipps you allready got are quite good, especially the team development ones. I wish you good luck against those lizzies.

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Post by traveller »

Remember, this time it's a league, not a tourney, so his Saurus won't have any skills in game 2
yep, i knew, thats the reason i wrote " Lets see, what i can do this time !" :wink:

@Kheldar
yes, i like writing these reports... i just have to paint my team. :roll: After this there will be some picts, too. And i have to name my players... so it will be more " personal " ! :D Hm, not sure which "style" i should name them... maybe using english stupid words as a kind of revenge for the German names used at the BBnovels ? :wink:

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Post by Tim »

Hey Trav, congrats on the first win. I knew that roster will work for you.

I'd try to get another lineman for the 50k, gives your team more depth and allows you to keep a catcher on the bench on defence.

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Post by traveller »

and allows you to keep a catcher on the bench on defence
Thats a goooood thought !! cheers for this ! :D

BTW...i edited the first post of the thread and i added a link to the NAF STARS page of my team. So its easy to find the actual team roster. :wink:

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Mootaz
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Post by Mootaz »

Tim wrote:I'd try to get another lineman for the 50k, gives your team more depth and allows you to keep a catcher on the bench on defence.
Tough decision. I'd rather play again with 11 and save for the 2nd Thrower. Gives you the same options, you just use him as a lineman with additional skills. I'd chose depending on his next opponent. If it's a basher, get the 12th player (the lineman), if it's a finesse team, save for the thrower.

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Post by stormmaster1 »

I agree re the thrower. A lineman would have no advantages over the thrower, save that you could get him a game earlier. Also against most teams catchers are very useful on defence, as their dodge skill can make them difficult for teams without block/tackle to take down, and their high movement and dodge can make them very useful for ball retrieval and providing an assist to where it is really needed.

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traveller
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Post by traveller »

well.. a lizzy team with sauri can be a bit bashy, right ? :wink:
But still i like this second thrower soon, too. :roll: Tough decision... hm, maybe i will do a bit of spying first how the first game of these lizzies went... :roll: ... they played against a Skaventeam. I will decide than.

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Mootaz
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Post by Mootaz »

traveller wrote:well.. a lizzy team with sauri can be a bit bashy, right ? :wink:
Do you have his roster?
Lizzies can be Bashy but also very "unbashy" if you start with lots of Skinks and 4 Saurus.

And I wouldn't call Lizzies at the beginning of a league "bashy". You have more Block, he doesn't have Block, so his 2D blocks will occasionally cause him trouble. I suppose you won't need the 12th player for that game. Target his Skinks with your Blitzers and you should be able to get the number advantage or at least not get outnumbered.
Save for the Thrower instead.

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traveller
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Post by traveller »

Just got the the information from the Lizzy coach, that his team will come with just 9 Players. He got one Dead and 2 MNGs the first game ! :o

Lets see... i will save for a Thrower now ! :wink:

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