Choosing not to recieve?

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TuernRedvenom
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Post by TuernRedvenom »

good elf teams can often get the ball away with five or six guys, but mounting casualties make offense very difficult
Are you saying elf teams can play men down on defence but they have a harder time playing offense (I find this sentence a bit confusing)?
Because that is not my experience. Half an elf team can still score when receiving without breaking a sweat. But defending with half an elf team, unless you get lucky with a blitz, becomes painfull real quick! Which is the reason why you should kick with elves to start on defence with a full squad.
I also don't agree that the first 3 blocks are decisive in the long run. You'll get them anyway, maybe only 2 turns later if you can pressure your opponent to score quickly. Giving your opponent only 1 chance to get back ko's at half time is usually more decisive in my experience.
In my opinion, kicking first gives you more control over the flow of the game, and this goes as well for bashy as for agility teams.

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Post by mattgslater »

TuernRedvenom wrote: Are you saying elf teams can play men down on defence but they have a harder time playing offense (I find this sentence a bit confusing)?
Because that is not my experience. Half an elf team can still score when receiving without breaking a sweat. But defending with half an elf team, unless you get lucky with a blitz, becomes painfull real quick! Which is the reason why you should kick with elves to start on defence with a full squad.
I've heard the same thing from many other coaches and I agree that for most teams it's best to kick first against most opponents, but my experience with Wood and Pro Elves vs. Orcs and (mostly) vice-versa has been the opposite. Of course I'd rather have all 11 guys, but playing man-down with elves, I've only found defense difficult if at first it doesn't work (then it sucks and you get clobbered); when the ball starts in the opponent's backfield, it's a lot easier to get it to the endzone. If the bashy opponent receives first and you can't get the ball away, you're often in for 8 turns of 'urt, and you've got to start 0-1 in the second half, usually down a lot of guys.

Sure, defense is best with 11 guys. So's offense. Failing to get in on a receiving drive while man-down is how you get mauled, as if the opponent can beat you for the ball, he can usually preclude any retaliation on your part and either finish the wrecking job, or score quickly because he knows he can do it again. Kicking, on the other hand, always gets you the ability to pressure the opposition, at least so long as you have 6 guys (with 5 guys it's harder, with 4 it's much harder, and with 3 it's pretty hopeless). I've been on the bashy end of this a lot of times, and I can tell you the big wins come when I smack the opponent silly for eight turns, then spend the rest of the game kicking the ball downfield, running over the opponent's battered remains, grabbing the ball and putting it in the EZ for a 3-0 or 4-0 win. Your D has to be a frickin' wall and you have to have a great pass rush, but Orcs at least can do it, and I had a Chaos Dwarf coach friend who started using a variant on the same D and had the same experience.
I also don't agree that the first 3 blocks are decisive in the long run. You'll get them anyway, maybe only 2 turns later if you can pressure your opponent to score quickly. Giving your opponent only 1 chance to get back ko's at half time is usually more decisive in my experience.
In my opinion, kicking first gives you more control over the flow of the game, and this goes as well for bashy as for agility teams.
I see the bit about the extra chance to recover KOs, but I think the chance to get the first blocks in is more decisive for the REALLY bashy teams, or against teams that can't handle it. A single turn 1 casualty means your opponent must spend 16 turns man-down if no reserve, or must go man-down immediately (that is, for the whole first half) and dig into their reserve for the next drive. Either way, this increases the number of opportunities to deal more damage, as your opponents will be less able to avoid you and less able to block you as they start losing players. If you stick in hard enough, and if you get your cage together fast enough, you have 8 turns to bash and bash and bash and bash with no reset in sight. Yeah, his KOs recover twice, but that's not such a big deal as long as you're getting some Cas results: if you can cream him once at full strength, you can do it again man-down. Just be sure to look him in the eye so he knows you know it.

Even better, if you receive and score in turn 8, you're generally 1-0 at the half, making the opponent desperate as they receive -- if they don't get through, they lose, and if they do get through, they have to either force you to score or get the ball from you, or they lose. Again, look 'em in the eye, and grin! Blood Bowl is largely a psychological game.

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Post by mattgslater »

That was too long. Sorry about that. I meant what I said, but I meant to say it in half as many words. :oops:

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Post by Rituro »

My humans used to be "all receive, all the time", but I'm experimenting more and more with kicking first to great success. In my last game with Amadan (2-0 in my favour :D), I chose to kick first and managed to pop the ball free early in the half before scoring on my third turn. From there, I avoided the wrath of his Chaos Warriors and used most of the second half to score my second touchdown while keeping my star thrower out of harm's way.

So, long story short, it can work, but it's entirely subjective. Do you want to set the tempo or change it later -- act or react? What team are you playing with/against? Experiment a bit, see what works, and avoid the Chaos beatdown. :wink:

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Post by TuernRedvenom »

mattgslater wrote: I've heard the same thing from many other coaches and I agree that for most teams it's best to kick first against most opponents, but my experience with Wood and Pro Elves vs. Orcs and (mostly) vice-versa has been the opposite. Of course I'd rather have all 11 guys, but playing man-down with elves, I've only found defense difficult if at first it doesn't work (then it sucks and you get clobbered); when the ball starts in the opponent's backfield, it's a lot easier to get it to the endzone. If the bashy opponent receives first and you can't get the ball away, you're often in for 8 turns of 'urt, and you've got to start 0-1 in the second half, usually down a lot of guys.
I can't say I share that experience with elves. :) If your defence with elves entirely relies on getting the ball before the opponent can secure it then you will be in trouble a lot of games. I expect my opponent to secure the ball and then I can still usually play good defence with elves and get it away from him without getting mauled, you just need to develop your team right. If he cannot secure the ball then that's just a lucky break, it really doesn't happen all that often to good bashy coaches unless you roll a blitz.
Sure, defense is best with 11 guys. So's offense. Failing to get in on a receiving drive while man-down is how you get mauled, as if the opponent can beat you for the ball, he can usually preclude any retaliation on your part and either finish the wrecking job, or score quickly because he knows he can do it again. Kicking, on the other hand, always gets you the ability to pressure the opposition, at least so long as you have 6 guys (with 5 guys it's harder, with 4 it's much harder, and with 3 it's pretty hopeless). I've been on the bashy end of this a lot of times, and I can tell you the big wins come when I smack the opponent silly for eight turns, then spend the rest of the game kicking the ball downfield, running over the opponent's battered remains, grabbing the ball and putting it in the EZ for a 3-0 or 4-0 win. Your D has to be a frickin' wall and you have to have a great pass rush, but Orcs at least can do it, and I had a Chaos Dwarf coach friend who started using a variant on the same D and had the same experience.
I agree if you want high scoring games you can play this way. Honestly, I just want to win my games. I rarely have high scoring games (4+ scored) but I very rarely lose as well. My goal is always to build teams that only lose 1 out of 10 games, not teams that can make high scores 4 out of 10 games. Not that I always reach that goal though... :lol:
Again, offense is easier then defence. It's easy to score with men down, it's not so easy to defend with men down unless you get lucky.

I see the bit about the extra chance to recover KOs, but I think the chance to get the first blocks in is more decisive for the REALLY bashy teams, or against teams that can't handle it. A single turn 1 casualty means your opponent must spend 16 turns man-down if no reserve, or must go man-down immediately (that is, for the whole first half) and dig into their reserve for the next drive. Either way, this increases the number of opportunities to deal more damage, as your opponents will be less able to avoid you and less able to block you as they start losing players. If you stick in hard enough, and if you get your cage together fast enough, you have 8 turns to bash and bash and bash and bash with no reset in sight. Yeah, his KOs recover twice, but that's not such a big deal as long as you're getting some Cas results: if you can cream him once at full strength, you can do it again man-down. Just be sure to look him in the eye so he knows you know it.
In fact his ko's recover thrice. First 2 rolls at the end of the half. Next another roll after he has received and made a touchdown.
I find it rather hard to believe that anyone can construct a team which can consistently maul opposing elf teams so hard at half time, relying almost solely on casualties (and ko's are almost 50% more likely to happen then cas, 17 % cas, 25% ko of broken armour, that's a very significant difference) so that next half they are unable to score back.
And even if this were possible (it might be if your team heavily invests in tackle, mb, frenzy and pile on, but then you'd get creamed by other bash teams who invested in guard) I'd still rather give them the ball first, use the first drive solely to try to get rid of some annoying elements which might cause me trouble on my drive, pressure them to score quickly and then proceed to do the bash and bash and bash for 7 turns while every ko now also counts as half a casualty as most likely they'll only have 50% of ever coming back. It's often easier to do damage on defence as your opponent needs some of his guys to protect and carry the ball.
Even better, if you receive and score in turn 8, you're generally 1-0 at the half, making the opponent desperate as they receive -- if they don't get through, they lose, and if they do get through, they have to either force you to score or get the ball from you, or they lose. Again, look 'em in the eye, and grin! Blood Bowl is largely a psychological game.
I play with people who play this game for more then 10 years, this isn't very likely to have any effect whatsoever. :)

I see what you are saying (good discussion!) but I don't like that playing style. I like to control the game and build my teams towards achieving that. In this strategy kicking works best as you should have built a team that can take away the initiative from the opponent and leave him reacting to your moves.

As I said earlier in this thread sometimes it is worth receiving:
* vs an 11 man squad while you have some bruisers in the team
* when playing a team that is really good when it actually has the initiative but not good at regaining it. Think of a chaos team loaded with claw, mighty blow and pile on but little to no guard vs a dwarf team loaded with guard. The chaos team's only hope here is to receive and do enough damage so that the dwarves cannot use their guard to block them back.
* when you feel your team is facing a team (or/and a coach) that is a lot stronger, you need to get lucky to win so you might as well hope those first blocks in fact do make the difference.

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Post by Aliboon »

Personally, it all depends on who I'm playing with, and what the opposition is.

If we're both bashy and slow, I want to receive. Getting the initiative, the first blocks and hopefully a few CASs/KOs can be vital. I want a score on the board and a team that is in better shape than his for the rest of the match so that I can hopefully turn him over and score.

If I'm bashy and slow and he's quick, I'll probably want to kick. Hopefully he'll score quickly, giving me the rest of the game to grind down his team and get 2 scores. He gets less (important) KO recovery rolls that way (just at the end of the half when I've just scored, rather than after a TD and at the end of the half).

If I'm quick and he's slow and bashy, then what I do depends on how deep a bench I have. If it's deep enough, I'll kick. Ok, he has the initiative, but hopefully I'll turn him over and won't suffer too much in the process and even if I do, I've got the bench to be able to have enough players for the 2nd half. If I'm short handed, I'll want to receive-get that first score on the board whilst I've still enough players to do it and then keep my fingers crossed that something goes wrong on one of his drives so that I can get a turnover TD.

Quick v quick, so very rarely play these games that I haven't made my mind up. But I don't think it really matters, unless you've higher AV and adapt your play style to suit (playing bash for the game).

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Post by voyagers_uk »

Being Flexible / Adaptable kick versus receive makes little difference. I find myself capabale of scoring 3 TD's with whatever team I run with so scoring on offence and playing hard D and then scoring seems to me the mark of a decent coach these days

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Post by Aliboon »

I find myself capabale of scoring 3 TD's with whatever team I run
What happens when you're playing against dwarves, khemri etc when they just grind away for an 8 turn TD? If they're any good, it doesen't matter how hard a D you play, you probably won't stop them. Then if you score quickly, they'll just grind away for another 5-6 turns for the winning score.

If you average 3 TDs a game with dwarves, khemri, Nurgle, or really any of the like, you're a better man than I!

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Post by voyagers_uk »

Dwarves, yes - a lot.

Khemri - only played a handful of games and managed 2-1, 3-1, 1-2, 2-0

Nurgle - never played with them.

Vanilla Undead - quite regular

Against Khemri - 3-0 or higher is quite achievable given the lack of movement of the pivot of the team.

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Post by voyagers_uk »

that however doesn't make me a better man than you........


:D

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Post by Aliboon »

Against Khemri - 3-0 or higher is quite achievable given the lack of movement of the pivot of the team.
Do you mean the Mummies, or the ball carrier? I generally have terrible luck against the Khemri (or at least they don't have bad luck aganst me). They never seem to fail a pick-up of the ball, then they just cage up and grind away.

I can see that if the Khemri failed multiple pick-ups at the beginning of their drives, then they are easy to score against, but unfortunately this never seems to happen for me...

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Post by fen »

Well, they only have a 25% chance of failing the pick up (Thro-Ra or TRR). So on average they will suceed first try. This is one of the reasons the team is a lot better at ball handling than people like to pretend.

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Post by Aliboon »

Indeed, but with an AG3 team, I fail the 3+ pick-up much more than the 1/9 I should. But on average that probably aint so, it just seems that way.....

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Post by Digger Goreman »

I just can't refuse that first shot at putting the opposing team at least one man down.... :D

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Post by mattgslater »

TuernRedvenom wrote:I can't say I share that experience with elves. :) If your defence with elves entirely relies on getting the ball before the opponent can secure it then you will be in trouble a lot of games.
That's not what I was saying. I agree with your statement there: you gotta be able to break the cage. Otherwise, you only score when you get lucky. Cage-breaking isn't EASY, but it isn't dependent on lots of personnel (just a couple guys for assists, a guy to blitz and a dedicated guy to get the ball; only one of those has to be a particular guy). You can do it man-down if you have to; it gets harder, but it's always possible. A really great shut-down defense, on the other hand, will eat your lunch every time if you're down a lot.
Again, offense is easier then defence. It's easy to score with men down, it's not so easy to defend with men down unless you get lucky.
Offense may be easier, but it's less important, so I focus virtually all of my efforts and skills on developing my defense (one way or another). I've found that it's not too big a challenge after a few weeks with an Orc team to make it almost impossible for an opposing team to score on the reception, and if down players usually the opponent can't stop me from scoring on them at will when I kick to them; the good teams do occasionally beat me, but in those games, all/most TDs through the match are generally defensive; they break my cage, I blitz their ball-getter.
In fact his ko's recover thrice. First 2 rolls at the end of the half. Next another roll after he has received and made a touchdown.
I find it rather hard to believe that anyone can construct a team which can consistently maul opposing elf teams so hard at half time, relying almost solely on casualties (and ko's are almost 50% more likely to happen then cas, 17 % cas, 25% ko of broken armour, that's a very significant difference) so that next half they are unable to score back.
And even if this were possible (it might be if your team heavily invests in tackle, mb, frenzy and pile on, but then you'd get creamed by other bash teams who invested in guard)....
We do have somewhat more liberal fouling rules in my league than in 5th edition, so it's easier to get a Cas and that might be coloring my thinking, but if you can get your opponent down to 7 or 8 guys while you're at 11 and you have a really scary defense, they just can't get in and you're effectively kicking to yourself (if you can't take them down or keep them out, none of this applies anyway and I don't think you should receive first). I think early Mighty Blow magnifies the power of your team; I save Guard for BOBs, and give MB to 3 Blitzers on their first roll, assuming a normal skill result. With a Troll, that's 4 guys.

Also, relying on KO is just bad thinking. Think of your guys when KO'ed as casualties, and if you're wrong, you just got lucky no matter how many Bloodweiser Babes you hired. Your opponent's KO bin is akin to their reserve.
I play with people who play this game for more then 10 years, this isn't very likely to have any effect whatsoever. :)
The evil grin? Maybe not, maybe more than you'd think. Being 1-0 at the half? Absolutely. My group has been playing that long as well, and I've found that everyone has nerves. Some have thicker skin than others, but running up the score is the universal language.
As I said earlier in this thread sometimes it is worth receiving:
* vs an 11 man squad while you have some bruisers in the team
* when playing a team that is really good when it actually has the initiative but not good at regaining it. Think of a chaos team loaded with claw, mighty blow and pile on but little to no guard vs a dwarf team loaded with guard. The chaos team's only hope here is to receive and do enough damage so that the dwarves cannot use their guard to block them back.
* when you feel your team is facing a team (or/and a coach) that is a lot stronger, you need to get lucky to win so you might as well hope those first blocks in fact do make the difference.
Actually, those are pretty much the conditions I'm talking about. If you know your opponent can't take the heat, or if you can't take the heat and you know it, you should receive first. I don't know how much we disagree about the actual question at hand, even if we have different opinions about the relative difficulty of scoring under different circumstances.

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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.
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