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if you start with 2 Vamps and 5 RR, you dont need pro from the start, block is more important.
Vampires: develop them very differently i would say.
first: Block, pro, tackle, mighty blow Double: Frenzy, make into killer
second: block, pro, surehands? make into passer
third: pro, make into scorer?
Thralls,..well all the normal stuff,...
block, tackle, dirtyplayer, 1 with Kick
doubles: guard, dodge
be careful with the DP though, you dont want to lose players, you need them on the pitch, you will lose more players anyway,...
and dont try as hard as normal to get skills on everyone, you want some that are just vampire-food.
and dont fire your niggles or other injuries,...they stil taste good,...
at least that is it from my point of view at this point
W
Vampires: develop them very differently i would say.
first: Block, pro, tackle, mighty blow Double: Frenzy, make into killer
second: block, pro, surehands? make into passer
third: pro, make into scorer?
I disagree somewhat where your Vamps are concerned. The Thralls I agree with, they're pretty much fodder. You just want Block on them to keep them standing longer and then linemen skills.
But Vamps I think all want to go:
Block, Dodge as their first two skills.
Doubles: Stand Firm (saves more rerolls), Jump Up
From there specialisation can occur. It depends on the rolls, if I get +1 MA I move into getting Sprint and Sure Feet to create a runner or MB, Strip Ball and Frenzy (on doubles) to create a Blitzer.
Don't bother with Tackle, let the Thralls do the Catcher hunting. They're more reliable at it. I'm not sold on Leap either, often correct Hypnotic Gazing removes the need to Leap.
Some people like Pro, personally I don't mind it on one or two of my vamps once they're set up. But not every one as Pro is a little too unreliable.
Thralls (Choices similar to post above):
Normal: Block, Tackle, 1 with Kick, 1 or 2 with Sure Hands. 1 or 2 with Dirty Player.
Doubles: Guard, Dodge (you want to keep Thralls upright as much as possible.)
It's sometimes worth creating a passing Thrall, but you need to get early Doubles for Pass (or +1 AG) and then take Sure Hands. He'll be fine for holding the ball and throwing it short range to Vamps then.
I play in both 3rd ed an 4th ed leagues. My Orcs in 4th-ed. leagues develop very differently from the ones in 3rd. I invariably get a doubles roll for a Blitzer and give him Dodge. This guy (of course) becomes an SPP machine. In 3rd edition, you get him Stand Firm, then NOS, and you have a really solid passing game with what's supposed to be a running team. In 4th, you can't do that unless you get really lucky.
In 4th edition, here's what I do:
Black Orcs: It doesn't matter. These guys only ever get rolls off of MVPs anyway. Mighty Blow is good in 3rd, but now that you need 16SPP to go up again, it's not going to happen, and you're better off developing a more predictable slugger with Block or Guard. Doubles gets Stand Firm. Sometimes I take Dirty Player with a Black Orc, so my opponents will go after them (it's amazing how much of a premium people put on BOs, which is great, because they're nigh-invulnerable and otherwise useless).
Blitzers: Mighty Blow or Tackle, depending on how smashy the opponents are, with Pro as a possible 2nd skill. If you're in a league with lots of Chaos and Undead, you need Mighty Blow, because you can never afford to lose a fight and you have to do unto others before they get a chance to do it unto you. Against Amazons or Halflings, Tackle is an imperative on at least 2 Blitzers. Doubles get Dodge; a second roll of doubles gets either Stand Firm or NoS. For Blitzers, Guard is overrated, except in leagues with lots of heavy, pounding teams.
Throwers: Accurate, then Block. Dodge or NoS on doubles. 4th edition rules were particularly harsh on these guys.
Linemen: One gets Dirty Player, the rest get Block. On doubles, maybe Mighty Blow or Guard, except on Dirty Players, who get Dodge.
Goblins: Catch, Side Step. Doubles gets Block.
In 3rd edition, it's VERY different. Black Orcs get Stand Firm or Mighty Blow; doubles don't change the equation, or maybe they get you Dodge (in which case you follow up with Stand Firm if you ever get a chance). Blitzers specialize; the first one to get doubles gets Dodge, then Stand Firm, while other Blitzers go for Mighty Blow first and Tackle second. Throwers go for Accurate, followed by NoS and Dump-Off; doubles get Dodge, and make NoS and Block more important.
mattgslater wrote:In 3rd edition, it's VERY different. Black Orcs get Stand Firm or Mighty Blow; doubles don't change the equation, or maybe they get you Dodge (in which case you follow up with Stand Firm if you ever get a chance). Blitzers specialize; the first one to get doubles gets Dodge, then Stand Firm, while other Blitzers go for Mighty Blow first and Tackle second. Throwers go for Accurate, followed by NoS and Dump-Off; doubles get Dodge, and make NoS and Block more important.
Oops. On doubles with Black Orcs, in 3rd ed, you get Diving Tackle. Sorry. Don't know where my head was.
I am going to go out on a limb and say that I think there is a very big difference between 3rd edition and LRB 5, so anyone want to help a beginner understand tactics of developing a Choas Dwarf team.
Reason:''
If at first one doesn't succeed, and doesn't try again, then he will never succeed.
This sticky needs to dumped and/or updated. Kinda old. I came here looking for a confirmation of getting a skill on doubles for my human catcher, and this list shows stuff there that he can get normally, but in the old rules set.
Unskilled linos and linos with Block alternate turns on the line and in other functions, with 0SPP rookies getting preference as ball-getter. Linos with skills usually play linebacker (don't worry about offense. If your defense is good enough, your offense won't matter). Linos with Sidestep can play cornerback, giving your Blitzers a chance to play inside LB, where they also shine.
First Skill: Kick (first), Block, Dodge.
Second Skill: Block, Dodge, Sidestep, Tackle, Dauntless.
Later Skills: Diving Tackle, Fend, Jump Up.
Doubles: Guard, Leader
Doubles Twice: Leader-Block (sorry, not sexy) or Guard-Stand Firm
10: +MA; Skill if Guard or Leader; +AV if Side-Step.
11: +AG, then take Dodge.
12: +ST, then take Block, then Tackle.
One Thrower becomes your quarterback. This isn't terribly important, but it is nice to have a guy who can pull out a TD from halfway across the field when it matters. The other becomes a leader or the guy who goes and gets the ball once you've knocked it loose; he'll go up pretty fast, with a completion or 2 every game, but you may have to replace him frequently. Put the Throwers in the backfield lineman rotation, and when they get SH, make them dedicated ball-getters, passing to the guy who will actually make the TD throw. This will get them 1SPP per game and save you more re-rolls than you'd think.
First Skill: Sure Hands.
Second Skill: Accurate, Dodge, Leader.
Later Skills: Nerves of Steel, Block, Jump Up, Kick-Off Return.
Doubles: Strong Arm or ignore.
10: +MA on a QB, +AV on a safety
11: +AG, and Leap is next; he becomes a safety
12: +ST, and Block is next; he becomes a linebacker (safety).
Catchers are safeties, receivers and blitzers. Yeah, they're good targets to throw to once you get the ball, and you have 4 of them, so that matters a lot, but their main asset is that they make it difficult for an opponent to protect the ball. With NoS on their starting profile, you can very quickly make a guy who can zoom in, grab the ball and chuck it to another guy, while both are in heavy coverage!
1st skill: Block, Dodge, Sure Hands.
2nd skill: Block, Dodge, Pro (w/Block).
Later skills: Pass Block, Leap (w/Pro or +AG), Sidestep, Sprint, Sure Feet.
10: +MA on 1st roll (in case you get another; otherwise it's Block next 9/3/4/7 Block is way cool), no opinion on later rolls (it's all good, baby).
11: +AG!!!! Then Leap. If you've already got Dodge and AG5, you don't need Leap so bad; in that case, take SH.
12: +ST, then Block, then Dodge.
Pro Elf Blitzers are cornerbacks par excellence; hell, they're everything par excellence (they're too expensive for the line, but that's the only reason you wouldn't rotate them). Against an agility team, you can force your opponent to try to go up the middle just by putting them near the sidelines. Against a grind team, they can interminably hold a cage in place, almost no matter how much force is used against them.
1st skill: Dodge, Tackle, Strip Ball.
2nd skill: Dauntless, Dodge, Fend, Tackle.
Later skills: Pro, Pass Block, Diving Tackle, Shadowing.
Doubles: Guard, Grab, Mighty Blow.
10: +MA! Then Shadowing, then Tackle or Diving Tackle!
11: +AG! Then Leap, then Strip Ball! He becomes a linebacker, so get Side Step on a lino to play cornerback.
12: +ST, then Frenzy or Dodge. He becomes a linebacker, so get Side Step on a lino to play the corner.
Reason:''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
I just got an advance on my krox so I poped in here to look what you guys suggested, but is my LRB to old or is it a miss that pro and block are suggested on a normal roll?
For halflings, I think that Side Step is a great skill for them and is usually the first one that I take on them.
But I am surprised that on doubles no one has suggested Hail Mary Pass! That one is enough to give the other team fits! Once you have that on your team, start giving the other ones diving catch and you have a real threat! (Assuming the one with HM lives long enough!)
Reason:''
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