Standard Guidelines to Starting Skills choices for all teams
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Necromantic team, LRB 5.0 inc. 2007 rules review
Necromantic:
Ghoul: Block, Sure Hands, Sidestep, Diving Tackle/Tackle
Doubles: Pass, Guard
Wight: Mighty Blow, Guard, Tackle, Strip Ball, Pass Block
Doubles: NoS, Jump Up
Flesh Golem: Block, Mighty Blow, Guard, Break Tackle
Doubles: Dodge, Leader
Werewolf: Block, Dodge, Pass Block, Sidestep, Sure Feet
Doubles: Mighty Blow, Jump Up
Zombies: Block, Dirty Player, Tackle (one gets kick)
Doubles: Guard, Dauntless
Ghoul: Block, Sure Hands, Sidestep, Diving Tackle/Tackle
Doubles: Pass, Guard
Wight: Mighty Blow, Guard, Tackle, Strip Ball, Pass Block
Doubles: NoS, Jump Up
Flesh Golem: Block, Mighty Blow, Guard, Break Tackle
Doubles: Dodge, Leader
Werewolf: Block, Dodge, Pass Block, Sidestep, Sure Feet
Doubles: Mighty Blow, Jump Up
Zombies: Block, Dirty Player, Tackle (one gets kick)
Doubles: Guard, Dauntless
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Re: Standard Guidelines to Starting Skills choices for all teams
Linking the same topic as linked be DDogwood two posts up since the old link points to the old site:
viewtopic.php?f=25&t=24557&start=0
Ought it be stickied instead of this one? It's nearly two LRBs dated.
viewtopic.php?f=25&t=24557&start=0
Ought it be stickied instead of this one? It's nearly two LRBs dated.
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- mattgslater's court jester
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Re: Standard Guidelines to Starting Skills choices for all teams
Not bad...Wood Elf:
LineElf
Normal: Block, Dodge, Tackle, SideStep
Double: Guard
One LineElf will want Kick. Not strictly Block before Dodge
Thrower
Normal: Accurate, Safe Throw, Sure Hands
Double: Strong Arm, NOS
Catcher
Normal: Block, SideStep
Double: NOS, Jump-Up
Catchers, Pass Block and Shadowing are good. On +Ma develop a 1 Turn Scorer. Leap is another option
War Dancer
Normal: Tackle, SideStep, Pro
Double: Dauntless, NOS, Jump-Up
One of the War Dancers will want Strip Ball. Shadowing is also very good
---Korhil
Linelves should be divided up into skill groups:
2 'blodgers' to fill Wardancer shoes in an emergency. Continued with Sidestep and Fend
3 with Wrestle and Jump Up
3 with Dodge and Fend
Doubles - Guard, too many Guard use Stand Firm or Grab
1 Thrower perfects all aspects of throwing... Accurate, Safethrow, doubles Strong Arm and if blessed get AG increase.
1 Thrower (works for me), Kick, Nerves of Steel
2 Catchers: Sure Feet and Sprint
2 Catchers: Pass Block and Leap
Doubles Nerves of Steel
2 Wardancers: Tackle and Sidestep.
Doubles Mighty Blow
Shadowing and Strip ball are good but I'd use them much later in the Game.
But with all these choices it makes it such a variable game

Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
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Re: Standard Guidelines to Starting Skills choices for all t
I came across Plasmoids BB tactics site yesterday and its now saved on my favourites. Brilliant!
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Re: Standard Guidelines to Starting Skills choices for all t
?? Plasmoid doesn't run BB Tactics. ??
Do you mean Coach's BB Tactics: http://bbtactics.com/
Or Plasmoid's BB Playbooks: http://www.plasmoids.dk/bbowl/LRB6Playbooks.htm
Do you mean Coach's BB Tactics: http://bbtactics.com/
Or Plasmoid's BB Playbooks: http://www.plasmoids.dk/bbowl/LRB6Playbooks.htm
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Re: Standard Guidelines to Starting Skills choices for all t
I wasn't being literal DS. The second one you mentioned. Very useful to compare how I play with what the experts say. I've been a DE coach since BB was first produced, but I've got a few pointers and changes to tweak. I also really enjoyed the Norse and Dwarf pages. Will read all of them over the next week and make notes.
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Re: Standard Guidelines to Starting Skills choices for all t
Ah, you confused me because there's a website called "BB Tactics".
You shouldn't need a tactics guide for dwarfs though - hit things, move a little bit forward, rinse and repeat.
You shouldn't need a tactics guide for dwarfs though - hit things, move a little bit forward, rinse and repeat.

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Re: Standard Guidelines to Starting Skills choices for all t
I haven't played Dwarves for years and am thinking of resurrecting my team the Iron Huns. I was looking to see how a Dwarf team can grind up the pitch as I would always kick deep against them as they seemed incapable of getting close enough to score. Darkies and Dwarves are my favourite armies, but I find it hard to love them in BB. I was hoping for some insight and inspiration. I'm loving playing Norse as well as DE. Getting guard for them is not something I have done though.
Reason: ''
Purity Through Pain!
NUFFLE SUCKS!!
If I hadn't seen such riches I could live with being poor!
NUFFLE SUCKS!!
If I hadn't seen such riches I could live with being poor!