YOU MAKE THE CALL!
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Nice team, what's their record?
I wouldn't bother with strip ball, tackle would be better for that player. He's probably better off trying to hurt the opposition, and ST4, block, tackle, mighty blow will leave most elves and skaven a little scared. Guard is never a bad choice particulrly on strong players, but it depends on how you want to use him and you have lots of guard already. I'm not a big fan of Frenzy, but you might have good success with it. An alternative skill would be sure hands. If you play the usual 8 turn grind fairly often it can be useful to have a ST4 ball carrier at times. ST4 blitzers can be great ball carriers when your front line is already dominant, and it's so annoying when a strip ball elf/rat runs in and nicks the ball from a strong player, or easily knocks over the trower.
My personal choice would be either guard (if playing lots of dwarfs and chaos etc) or tackle.
Given your treasury size, the ability of your thower, and having two goblins i'd also consider buying another gobbo for when the other two go splat.
I wouldn't bother with strip ball, tackle would be better for that player. He's probably better off trying to hurt the opposition, and ST4, block, tackle, mighty blow will leave most elves and skaven a little scared. Guard is never a bad choice particulrly on strong players, but it depends on how you want to use him and you have lots of guard already. I'm not a big fan of Frenzy, but you might have good success with it. An alternative skill would be sure hands. If you play the usual 8 turn grind fairly often it can be useful to have a ST4 ball carrier at times. ST4 blitzers can be great ball carriers when your front line is already dominant, and it's so annoying when a strip ball elf/rat runs in and nicks the ball from a strong player, or easily knocks over the trower.
My personal choice would be either guard (if playing lots of dwarfs and chaos etc) or tackle.
Given your treasury size, the ability of your thower, and having two goblins i'd also consider buying another gobbo for when the other two go splat.
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- Digger Goreman
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The 'Club' players are the cursed gits of Nuffle and I'm ashamed to say that such an awesome looking team has a lifetime record of only 6 wins 4 ties and 7 losses....stormmaster1 wrote:Nice team, what's their record?
The Troll is MNG from a one-die block and only saved by an apothecary.... Seems EVERY time they get something going there's a Nuffling... last game was tight and should've been 2-0, but an awesome leap and blitz by an amazon pushed my ball carrier one more back and I had to make 3 gfi... Nuffle smiled as I made the first... nodded as I made the second (on a seperate turn) and guffawed as I fell down in the end zone to end the half 0-0... maybe Nuffle will get bored with them soon... though with the rest of the league beating up on each other the Club is only a half-game out of first place....
In response to the rest of the league, Chaos, Amazon, Goblin, Norse, Human and Ogre....
With so much block I was thinking Juggernaut might help to clear the path of even opposing blockers...
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
- Digger Goreman
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What to give my Wight on doubles?
(Took Tackle on the Orc Blitzer... never used it in the first game as he kept knocking down everything in his path...
)
Nuffle did leave the team alone and they won against The Midgit Idgits (Ogres) and 5 players skilled up!!! Here's The Arkham Asylum Anti- Social Club now:
Goblin 6237 Dodge, Right Stuff, Stunty, Catch
Goblin 6237 Dodge, Right Stuff, Stunty, Catch
Black Orc 4429 MB, Guard
Black Orc 4429 Block
Black Orc 4429 Block, Guard
Black Orc 4429 Guard
Thrower, Orc 5338 Sure Hands, Pass, Nerves of Steel, Accurate
Troll 4519 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate, Break Tackle, Block, Guard
Blitzer, Orc 6339 Block, Guard, MB
Blitzer, Orc 6339 Block, Pro, Guard
Blitzer, Orc 6439 Block, +ST, MB, Tackle
Blitzer, Orc 6339 Block, Guard, MB
===========================
One Werewolf down from the last game and replaced by a journeyman zombie, Graveyard Gothika was guaranteed a difficult game with a quality Gobbo team backed by Bolgrot and two Merc Trolls with Grab! Most of the game was quite entertaining with a difficultly fought 1-1 tie at the half.... Nuffle would have his way as my only Were fell down in the endzone on a gfi
and the gobbos would make their gfi on the final run to the post and a win...
A real Nuffle's arse'n... for sure....
The only happiness came in my Wight skillin' up with DOUBLES!! The only question is what to give 'im? Pass and then Catch on my Were when he gets two more points? Leader and ditch a reroll to lower team costs? Dodge for protection? Something else? Here's the team:
Zombie 4328 Regeneration
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Guard
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Kick
Wight 6348 Block, Regeneration, +1 AG, Guard
Wight 6348 Block, Regeneration, +1 AG, Guard, ?
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull, Block
Werewolf 8339 Claws, Frenzy, Regeneration, Block, +1 AV, MB, Dodge
Werewolf 8339 Claws, Frenzy, Regeneration, Block, Dodge, +1 AV, MB

Nuffle did leave the team alone and they won against The Midgit Idgits (Ogres) and 5 players skilled up!!! Here's The Arkham Asylum Anti- Social Club now:
Goblin 6237 Dodge, Right Stuff, Stunty, Catch
Goblin 6237 Dodge, Right Stuff, Stunty, Catch
Black Orc 4429 MB, Guard
Black Orc 4429 Block
Black Orc 4429 Block, Guard
Black Orc 4429 Guard
Thrower, Orc 5338 Sure Hands, Pass, Nerves of Steel, Accurate
Troll 4519 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate, Break Tackle, Block, Guard
Blitzer, Orc 6339 Block, Guard, MB
Blitzer, Orc 6339 Block, Pro, Guard
Blitzer, Orc 6439 Block, +ST, MB, Tackle
Blitzer, Orc 6339 Block, Guard, MB
===========================
One Werewolf down from the last game and replaced by a journeyman zombie, Graveyard Gothika was guaranteed a difficult game with a quality Gobbo team backed by Bolgrot and two Merc Trolls with Grab! Most of the game was quite entertaining with a difficultly fought 1-1 tie at the half.... Nuffle would have his way as my only Were fell down in the endzone on a gfi


A real Nuffle's arse'n... for sure....
The only happiness came in my Wight skillin' up with DOUBLES!! The only question is what to give 'im? Pass and then Catch on my Were when he gets two more points? Leader and ditch a reroll to lower team costs? Dodge for protection? Something else? Here's the team:
Zombie 4328 Regeneration
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Guard
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Kick
Wight 6348 Block, Regeneration, +1 AG, Guard
Wight 6348 Block, Regeneration, +1 AG, Guard, ?
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull, Block
Werewolf 8339 Claws, Frenzy, Regeneration, Block, +1 AV, MB, Dodge
Werewolf 8339 Claws, Frenzy, Regeneration, Block, Dodge, +1 AV, MB
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
- datalorex
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Re: What to give my Wight on doubles?
I'd hate to give advince to someone in my own league, but you might want to consider Sidestep or Dodge on your Wight. Either will allow that guard to get where it needs to go.Vomit Lickspittle wrote: The only happiness came in my Wight skillin' up with DOUBLES!! The only question is what to give 'im? Pass and then Catch on my Were when he gets two more points? Leader and ditch a reroll to lower team costs? Dodge for protection? Something else? Here's the team:
Zombie 4328 Regeneration
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Guard
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Kick
Wight 6348 Block, Regeneration, +1 AG, Guard
Wight 6348 Block, Regeneration, +1 AG, Guard, ?
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull, Block
Werewolf 8339 Claws, Frenzy, Regeneration, Block, +1 AV, MB, Dodge
Werewolf 8339 Claws, Frenzy, Regeneration, Block, Dodge, +1 AV, MB
Reason: ''
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- Digger Goreman
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I originally took pro as an ersatz catch... never worked out....stormmaster1 wrote:For your Orcs: how useful is pro on an orc blitzer? I rarely if ever pick pro, so don't know if it's ever useful.
Now, however, it's kinda cool to have half a chance to reroll pushes if they would be better "down"... or have a chance to reroll the occasional fubar....
Like it better now than then... but probably wouldn't do it again....
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
- datalorex
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- Location: Georgia
yeah, PRO works better on players with only General abilities and players with abilities that require a roll, like Dauntless, Loner, Wild Animal, etc...Vomit Lickspittle wrote:I originally took pro as an ersatz catch... never worked out....stormmaster1 wrote:For your Orcs: how useful is pro on an orc blitzer? I rarely if ever pick pro, so don't know if it's ever useful.
Now, however, it's kinda cool to have half a chance to reroll pushes if they would be better "down"... or have a chance to reroll the occasional fubar....
Like it better now than then... but probably wouldn't do it again....
Reason: ''
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- datalorex
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I would take Pro over frenzy on a STR 3 unless you are looking for a lineman to push players to the side.stormmaster1 wrote:Looks like i'll carry on with not picking it then. Maybe on linos who already have block and tackle. but as in LRB5 dauntless and frenzy are available i suspect not.
Reason: ''
- Digger Goreman
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The first true Super Star of our league has emerged:
The Midnight Growler
Werewolf 8339 Claws, Frenzy, Regeneration, Block, Dodge, +1 AV, MB
11 Touchdowns; 14 Casualties; 3 MVPs; 76 SPPs
And, wouldn't you know, I roll 6+4 for his skill upgrade
Seeing as he will not be getting another skill until death or retirement catches up to him, what would YOU give for his likely last skill?
The rest of the team:
Zombie 4328 Regeneration
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Guard
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Kick
Zombie 4328 Regeneration, (Beastman) (I know he gets nothing special, i.e., horns, but I finally after 19 games got one!!!)
Wight 6348 Block, Regeneration, +1 AG, Guard
Wight 6348 Block, Regeneration, +1 AG, Guard, Pass
Golem 4429 Regeneration, Stand Firm, Thick Skull
Golem 4429 Regeneration, Stand Firm, Thick Skull, Block
Werewolf 8339 Claws, Frenzy, Regeneration, Block, +1 AV, MB, Dodge
Of course there's +AV, +MA.... I'm leaning towards taking a regular skill in Sidestep to try and prolong his life (crowd surfin's a bitch)... though Catch would come in handy should the game be on the line and I just hafta score (I have that 4AG Wight with pass)....
Alright, wise coaches... what shall it be?


Werewolf 8339 Claws, Frenzy, Regeneration, Block, Dodge, +1 AV, MB
11 Touchdowns; 14 Casualties; 3 MVPs; 76 SPPs
And, wouldn't you know, I roll 6+4 for his skill upgrade

Seeing as he will not be getting another skill until death or retirement catches up to him, what would YOU give for his likely last skill?
The rest of the team:
Zombie 4328 Regeneration
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Guard
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Kick
Zombie 4328 Regeneration, (Beastman) (I know he gets nothing special, i.e., horns, but I finally after 19 games got one!!!)
Wight 6348 Block, Regeneration, +1 AG, Guard
Wight 6348 Block, Regeneration, +1 AG, Guard, Pass
Golem 4429 Regeneration, Stand Firm, Thick Skull
Golem 4429 Regeneration, Stand Firm, Thick Skull, Block
Werewolf 8339 Claws, Frenzy, Regeneration, Block, +1 AV, MB, Dodge
Of course there's +AV, +MA.... I'm leaning towards taking a regular skill in Sidestep to try and prolong his life (crowd surfin's a bitch)... though Catch would come in handy should the game be on the line and I just hafta score (I have that 4AG Wight with pass)....
Alright, wise coaches... what shall it be?
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
- Digger Goreman
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- Joined: Sun Jun 25, 2006 3:30 am
- Location: Atlanta, GA., USA: Recruiting the Walking Dead for the Blood Bowl Zombie Nation
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Good night for my teams as the Arkham Asylum Anti- Social Club (Orcs) finally broke 50-50 for the first time in their lives!!!!
One of my Gobbos skilled up again (regular skill) and, as the thread says, You Make the Call on what to give him:
Goblin 6237 Dodge, Right Stuff, Stunty, Catch, ?
The Rest of the Team:
Goblin 6237 Dodge, Right Stuff, Stunty, Catch
Black Orc 4429 MB, Guard
Black Orc 4429 Block
Black Orc 4429 Block, Guard
Black Orc 4429 Guard
Thrower 5338 Sure Hands, Pass, Nerves of Steel, Accurate
Troll 4519 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate, Break Tackle, Block, Guard
Blitzer 6339 Block, Guard, MB
Blitzer 6339 Block, Pro, Guard
Blitzer 6439 Block, +ST, MB, Tackle
Blitzer 6339 Block, Guard, MB
The most experienced coach in our league is pushing for Sure Feet (he says to outrun the problems) though I can see sidestep and fend as decent choices....
Whaddaya'll think?
One of my Gobbos skilled up again (regular skill) and, as the thread says, You Make the Call on what to give him:
Goblin 6237 Dodge, Right Stuff, Stunty, Catch, ?
The Rest of the Team:
Goblin 6237 Dodge, Right Stuff, Stunty, Catch
Black Orc 4429 MB, Guard
Black Orc 4429 Block
Black Orc 4429 Block, Guard
Black Orc 4429 Guard
Thrower 5338 Sure Hands, Pass, Nerves of Steel, Accurate
Troll 4519 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate, Break Tackle, Block, Guard
Blitzer 6339 Block, Guard, MB
Blitzer 6339 Block, Pro, Guard
Blitzer 6439 Block, +ST, MB, Tackle
Blitzer 6339 Block, Guard, MB
The most experienced coach in our league is pushing for Sure Feet (he says to outrun the problems) though I can see sidestep and fend as decent choices....
Whaddaya'll think?
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
- DoubleSkulls
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+MA or Side Step.Vomit Lickspittle wrote:The Midnight Growler
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Werewolf 8339 Claws, Frenzy, Regeneration, Block, Dodge, +1 AV, MB
11 Touchdowns; 14 Casualties; 3 MVPs; 76 SPPs
And, wouldn't you know, I roll 6+4 for his skill upgrade![]()
Seeing as he will not be getting another skill until death or retirement catches up to him, what would YOU give for his likely last skill?
I firmly believe that AV10 is pretty much a waste of time and resources. AV10 players either get crushed by Claw or by masses of foul assists, both of which make their AV10 almost meaningless.
I also would not have taken Pass on this guy:
I would have taken Diving Tackle, Dodge or Side Step. Leaning towards Side Step because of it's potency when combined with Guard - but Dodge would be very tempting as it's very strong when combined with Block, Stand Firm (which Wights get on normal rolls) and Guard. It also has synergy with AG4.Wight 6348 Block, Regeneration, +1 AG, Guard, Pass
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The Goblin...
Fend isn't an option unless you've rolled doubles, which I doubt you have as Block would be the contender. Sure Feet is probably the best choice for this guy, Diving Tackle is another option as you can then use him to pin annoying players next to your Black Orcs, but as he already has Catch I'd go with Sure Feet then Sprint (and then Side Step if he makes it that far).The most experienced coach in our league is pushing for Sure Feet (he says to outrun the problems) though I can see sidestep and fend as decent choices....
Reason: ''