Advice on tactics for a new necro player?

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PubBowler
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Post by PubBowler »

mattgslater wrote:
Or... you could just go back to the old Thick Skull and not change anything.
Trying to work out what you're saying here and figure there is mistake one of two ways:

You typed Thick Skull when you meant Stand Firm. Which would make Golums better but also create another overpowered skill which Blood Bowl already has it's share of.

You think that old Thick Skull (50% of KOs to stun) was better than new Thick Skull (55% of KOs to stun).

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DamianTheLost
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Post by DamianTheLost »

mattgslater wrote:Or give them Break Tackle, which would be more Golem-y than MA5. Either way, AG1 could be used as a compensator to keep the price down and to keep them from being used as ball-carriers. If you're going to add anything and sweeten the pot, though, it should be done in a second step (say, trade TS for AV10), as an extra MA or skill at the same price would be too much on paper (and yes, that does matter).
I suggested this in another thread, I think it's the way to go. Let them have AG1 they don't need AG2 at all, boost them to MA5 and give them Break tackle. Might be to much, but it feels golum like to them. This way they become viable assist to the rest of the team. Forget AV10 that doesn't help the team at all as these guys rarely get injured in my experience

So I don't think that the utility issue matters that much compared to the cost issue, at least with regard to the relative attractiveness of Flesh Golems.

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Digger Goreman
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Post by Digger Goreman »

To get only slightly back to what to take initially, I'm gonna finally fall on the side of taking:

5 Zombies
2 Golems
2 Wights
2 Werewolves
2 Rerolls
2 FF/AC/CL

Make your Ghouls your first buys... then you can have it all! 8)

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LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
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mattgslater
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Post by mattgslater »

PubBowler wrote:
mattgslater wrote:
Or... you could just go back to the old Thick Skull and not change anything.
Trying to work out what you're saying here and figure there is mistake one of two ways:

You typed Thick Skull when you meant Stand Firm. Which would make Golums better but also create another overpowered skill which Blood Bowl already has it's share of.
You are correct on both counts, to some extent, and on the first count to a great extent.

1) Yes, I did mean Stand Firm. By all means, keep the new Thick Skull. The new Thick Skull, while equally ignorable, is simpler, and since it's all-but irrelevant simpler is better.

2) That would make Stand Firm overpowered, but not grossly so, and it suffers today more than I think it should. I think some reasonable compromise is ok (say, it doesn't work if you roll a 1... and no, that wouldn't keep people from taking Break Tackle [they'd take it right after Stand Firm]), but Stand Firm, even with the old rules, carries a big fat nerf in its vulnerability to the new skill Juggernaut. So overpower it a little, and let the skill-negation mechanics add a bit more of a dimension!

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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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Post by Storch »

Except what you are calling "more of a dimension" can quickly degenerate into "Rock-Paper-Scissors-I win" scenario.

You cannot base the effectiveness of one skill on its ability to be negated because, more often than not, it will not be negated, leaving you with a player with a too powerful skill in most of your games.

Honestly, how many Juggernauts do you actually see on a team? I could imagine one or maybe even two but, beyond that, it's just simply inefficient skill selection.

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Post by thechosengobbo »

Heh. I seem to have stirred up a nest with a stick...

However, as I'm not experienced at all with the undead sides of the rosters (in two years of playing, never faced one) I'm finding this VERY informative.

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mattgslater
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Post by mattgslater »

Storch wrote:Except what you are calling "more of a dimension" can quickly degenerate into "Rock-Paper-Scissors-I win" scenario.
Truly, I fail to see how this possibility applies here. This kind of rules change qualifies as minor tinkering.
You cannot base the effectiveness of one skill on its ability to be negated because, more often than not, it will not be negated, leaving you with a player with a too powerful skill in most of your games.
I agree that you can't grossly overpower a skill and then put in a skill to negate it and think all is well (Dodge would be like this, but that's pretty clearly a deliberate kind of thing in that case). Stand Firm is in no danger of this: its most relevant effect is not being debated here. You can limit a skill (reducing its overall power) by putting in a negation mechanic. I'm not saying we need the old SF, but frankly, taking out the Dodge rule was much much less of a nerf for SF than was the creation of Juggernaut, and the two together knocked what really should (IMO) be one of the better tier-two skills down into the skill-selection gutter.
Honestly, how many Juggernauts do you actually see on a team? I could imagine one or maybe even two but, beyond that, it's just simply inefficient skill selection.
Like Dodge vs. Tackle, it only takes one.

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.
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