skill for tournament
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skill for tournament
hi guys, i have to give 5 skill to a we team for a tournament(3games). i can give 3 skill before the 1st game, 1 skill before the 2nd game, and 1 skill before the 3rd game. i think to give block and wrestl to catcher and strip ball to wd, then give a 2nd wrestl to the 2nd catcher and then side step to 2nd wd.
what do you think about it?
what do you think about it?
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- TuernRedvenom
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- Jeremiah Kool
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Re: skill for tournament
What´s your angle with wrestle on the Catchers? Is Block not a better choice to protect them? Or is Wrestle that superior to have than Block for the ability to take down an enemy IF you decide to block with the Catchers or get a lucky Attacker Down / Both Down result on the enemy´s turn?krendal wrote:hi guys, i have to give 5 skill to a we team for a tournament(3games). i can give 3 skill before the 1st game, 1 skill before the 2nd game, and 1 skill before the 3rd game. i think to give block and wrestl to catcher and strip ball to wd, then give a 2nd wrestl to the 2nd catcher and then side step to 2nd wd.
what do you think about it?
A Catcher lying on the ground is a nice target for a foul, though. I like Wrestle more on a Lineman.
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NAF-nick: Heroic_Tackle
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- Drool_bucket
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Throwers open up every other member of the team as a reciever, even on tougher throws (into coverage or Long Pass +) because they have the built in reroll for the play...
Catchers are great threats, but I would go for a passer instead of a third catcher. (it adds some team str too...)
Strip Ball Wardancer
Tackling Wardancer
Kick Lineelf
after first game, Leader on Passer
after second game, Sneaky Git on Lineelf
Catchers are great threats, but I would go for a passer instead of a third catcher. (it adds some team str too...)
Strip Ball Wardancer
Tackling Wardancer
Kick Lineelf
after first game, Leader on Passer
after second game, Sneaky Git on Lineelf
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- Jeremiah Kool
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This would be a great signature.krendal wrote: sneaky git?why? elf doesn't foul.......

But why wouldn´t you foul? If there´s an expensive player on the ground, why not? You don´t have to do it every turn. And IGMEOY is gone with LRB 5 so it doesn´t matter when you do it like before.
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German RTO for the NAF
Come and join the Killing Spree, a Blood Bowl tournament in Berlin on the 12.10.-13.10.2013! http://www.ufobnbb.de/killingspree/
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Come and join the Killing Spree, a Blood Bowl tournament in Berlin on the 12.10.-13.10.2013! http://www.ufobnbb.de/killingspree/
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- Shaggy
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Kool.
Block goes on ball carriers to avoid coughing up the ball when hit, BUT if the catcher is going to function as a receiver - or only takes the ball when he's about to score (which is the way I play) then wrestle is a solid choice.
Wrestle is great on Wood Elf catchers because on offense you can run out far enough that being wrestled down still leaves you in range of just standing and walking into the end zone for a pass or hand off. Remember that the guy who hits you loses his tackle zones and remaining movement.
If the guy blitzing you takes you down, and they try to foul: The fouler and his assists have all now moved over to that catcher which should free up lots of space for you other players. Instead of just marking you with one or two guys, now he's into it for 3 or 4. And there was no guarnatee the foul worked anyway.
On defense you can get so far to attack ball carriers -especially strength 2 ball carriers they have to respect you. Even when the other ball carrier only has block. You get the ball with fully half the results on a single block dice. Two dice his choice when you only fear a skull is also pretty good odds.
Krendall. I'd suggest
Strip ball wardancer first.
Kick line elf 2nd
Dauntless (or tackle depending on expected oppenents) WarDancer
Block Catcher
Wrestle Catcher
(Actually I'd take a sure handed catcher then a wrestle catcher, but I was trying to stick more with what it sounded like your style.)
Block goes on ball carriers to avoid coughing up the ball when hit, BUT if the catcher is going to function as a receiver - or only takes the ball when he's about to score (which is the way I play) then wrestle is a solid choice.
Wrestle is great on Wood Elf catchers because on offense you can run out far enough that being wrestled down still leaves you in range of just standing and walking into the end zone for a pass or hand off. Remember that the guy who hits you loses his tackle zones and remaining movement.
If the guy blitzing you takes you down, and they try to foul: The fouler and his assists have all now moved over to that catcher which should free up lots of space for you other players. Instead of just marking you with one or two guys, now he's into it for 3 or 4. And there was no guarnatee the foul worked anyway.
On defense you can get so far to attack ball carriers -especially strength 2 ball carriers they have to respect you. Even when the other ball carrier only has block. You get the ball with fully half the results on a single block dice. Two dice his choice when you only fear a skull is also pretty good odds.
Krendall. I'd suggest
Strip ball wardancer first.
Kick line elf 2nd
Dauntless (or tackle depending on expected oppenents) WarDancer
Block Catcher
Wrestle Catcher
(Actually I'd take a sure handed catcher then a wrestle catcher, but I was trying to stick more with what it sounded like your style.)
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
- wesleytj
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low tr wood elves don't need a thrower...their whole team is a thrower. making a designated thrower means making a designated target. catchers are much better investment for the money.
here's how i'd do it.
2 wd 24
1 catcher 9
8 line 56
2 rr 10
1 ff 1
for the first 3 skills, i'd go line elf kick, wardancer tackle, catcher block.
then after game 1, i'd take dauntless on the other wardancer, and after the 2nd, i'd go with block or dodge on a line elf.
if you happen to know, or at least have a good idea, of the makeup of the races of the tourney, that could affect what skills you give the wardancers. if there are a lot of ST teams, then going dauntless first may be better. if it seems to be more AG teams, then tackle first. can't go wrong with strip ball either way, either.
here's how i'd do it.
2 wd 24
1 catcher 9
8 line 56
2 rr 10
1 ff 1
for the first 3 skills, i'd go line elf kick, wardancer tackle, catcher block.
then after game 1, i'd take dauntless on the other wardancer, and after the 2nd, i'd go with block or dodge on a line elf.
if you happen to know, or at least have a good idea, of the makeup of the races of the tourney, that could affect what skills you give the wardancers. if there are a lot of ST teams, then going dauntless first may be better. if it seems to be more AG teams, then tackle first. can't go wrong with strip ball either way, either.
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
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- Shaggy
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Actually Wes, I think adding a player who is designated as a target to be a pretty nice move.
And you take the cheesy re-roll option and give him Leader.
You can take the 50 from a re-roll, upgrade a line elf to a thrower, and spend 1 skill slot on a leader, who also has pass.
You use the re-roll up pretty quick I seem to find a 1 or 2 in the first couple of turns. Then if your opponent chases him all over heck it's just like you've paid him 20k to chase a line elf around.. (And really, is the thrower going to be the target when there are 2 WarDancers and catchers on the field.?)
I doubt it..
And you take the cheesy re-roll option and give him Leader.
You can take the 50 from a re-roll, upgrade a line elf to a thrower, and spend 1 skill slot on a leader, who also has pass.
You use the re-roll up pretty quick I seem to find a 1 or 2 in the first couple of turns. Then if your opponent chases him all over heck it's just like you've paid him 20k to chase a line elf around.. (And really, is the thrower going to be the target when there are 2 WarDancers and catchers on the field.?)
I doubt it..
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
- wesleytj
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btw krendal, the math doesn't add up on either of your rosters. the first is 110 and the second is 106.
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- wesleytj
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Might be a good idea...but remember that he has to be on the field to use the reroll in the 2nd half too. otherwise you're spending your skill on a reroll for just the first half.Mad Jackal wrote:Actually Wes, I think adding a player who is designated as a target to be a pretty nice move.
And you take the cheesy re-roll option and give him Leader.
You can take the 50 from a re-roll, upgrade a line elf to a thrower, and spend 1 skill slot on a leader, who also has pass.
You use the re-roll up pretty quick I seem to find a 1 or 2 in the first couple of turns. Then if your opponent chases him all over heck it's just like you've paid him 20k to chase a line elf around.. (And really, is the thrower going to be the target when there are 2 WarDancers and catchers on the field.?)
I doubt it..

Let's see what kind of roster you could do with that though...
2 wd 24
3 catcher 27
1 thrower 9
5 line 35
1 rr 5
0 ff
assuming you can keep your thrower alive long enough to use the reroll in both halves, that is a pretty good roster...IF you can keep the thrower alive.
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
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- Shaggy
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IF my thrower doesn't make it to turn 4 of the 2nd half then I'm either really happy because if he's targeted my catchers and wardancers did make it that far or I'm screwed anyway as the guy has worked his way through my other positionals to get to him.wesleytj wrote:Might be a good idea...but remember that he has to be on the field to use the reroll in the 2nd half too. otherwise you're spending your skill on a reroll for just the first half.Mad Jackal wrote:Actually Wes, I think adding a player who is designated as a target to be a pretty nice move.
And you take the cheesy re-roll option and give him Leader.
You can take the 50 from a re-roll, upgrade a line elf to a thrower, and spend 1 skill slot on a leader, who also has pass.
You use the re-roll up pretty quick I seem to find a 1 or 2 in the first couple of turns. Then if your opponent chases him all over heck it's just like you've paid him 20k to chase a line elf around.. (And really, is the thrower going to be the target when there are 2 WarDancers and catchers on the field.?)
I doubt it..
Let's see what kind of roster you could do with that though...
2 wd 24
3 catcher 27
1 thrower 9
5 line 35
1 rr 5
0 ff
assuming you can keep your thrower alive long enough to use the reroll in both halves, that is a pretty good roster...IF you can keep the thrower alive.
LOL
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
- wesleytj
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Hehehe you make it sound like targetting players is some kind of exact science where you can just go down a checklist...OK got wardancer #1, now lets hit and foul WD#2 till he's out...then the catcher then the thrower.
all it takes is one hit and corresponding av/inj roll to take any player out anytime. esp with av7. it's quite possible you have a good portion of your team left for the 2nd half, but your thrower is KO'd or worse... have fun with one reroll for the 2nd half.
It's a risky strategy. Is the reward worth it? Pehaps...that's for each coach to decide for themselves. My personal opinion is that taking a team with 11 av7 players and no bench/apoth is risky enough, particularly when a number of them are only ST2. putting one of your rerolls out there on the field on top of it is REALLY risky. Of course when you risk a lot you stand to gain a lot if things go well...but if they don't... Bottom line: I'd think long and hard about it, but in the end I'd probably play it safer and actually buy the 2 rr. I certainly wouldn't fault anyone who thought it was worth it to try the other way though.
all it takes is one hit and corresponding av/inj roll to take any player out anytime. esp with av7. it's quite possible you have a good portion of your team left for the 2nd half, but your thrower is KO'd or worse... have fun with one reroll for the 2nd half.
It's a risky strategy. Is the reward worth it? Pehaps...that's for each coach to decide for themselves. My personal opinion is that taking a team with 11 av7 players and no bench/apoth is risky enough, particularly when a number of them are only ST2. putting one of your rerolls out there on the field on top of it is REALLY risky. Of course when you risk a lot you stand to gain a lot if things go well...but if they don't... Bottom line: I'd think long and hard about it, but in the end I'd probably play it safer and actually buy the 2 rr. I certainly wouldn't fault anyone who thought it was worth it to try the other way though.
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____________________________________
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.