Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
which is where i'm coming from on this. i'm not embarrased about trying to win [within the rules]. I still find it fun when my mates foul me off the pitch and then hold the ball up on the EZ for a turn ot two before scoring. I don't blame them - if i have 2 turns to score rather than 4 it makes it that much more of a challenge
Just win Baby!! Actually i don't really subscribe to that but what the hell
WAAC to me means that you bend the rules, hide information, cheat, and do whatever is necessary to win, inside or outside the rules. This is definitely not me.
Competitive to me means: Playing to the best of my teams abilities and my abilities to attempt to win. I tend to take weaker teams into a league to challenge myself and then givew it my all to win inside the rules. I'm currently runnng vampires and doing ok with them, not because I power game, but because I try to keep the opponent off balance on the pitch and play to my strengths.
I believe the whole WAAC discussion got a bit sidetracked by semantics and the concept of cheating. Nobody posting on this site will ever endorse cheating or "declare" themselves as cheaters.
If WAAC includes cheating then discussing pros and cons becomes pretty pointless. And discussing whether WAAC includes cheating or not is just semantics and pretty pointless too.
On the other hand if WAAC just means that you do your utmost to set up the best blocks and score the winning TD's, then I guess most of us are WAAC players or we wouldn't be here. That also includes people who set restrictions for themselves (not taking block, playing halflings etc.).
There are however a lot of things you can do within the rules that could still define you as a WAAC or non-WAAC player and doesn't necessarily have anything to do with playing your best game.
Would you keep on beating up and fouling an opponent that is locked completely (or almost completely) out of the game? Or would you spare his key players and refrain from fouling?
Would you indulge in mind games with the sole intent of stressing your opponent into making mistakes? Would you tell him to hurry up in the hope that makes a mistake?
Would you remind an opponent who made a mistake that diminished his chances of winning? What if he forgot to make an armor roll after blocking one of your players? What if he didn't calculate movement right and 'goes for it' for no reason? What if he forgets to Side Step?
What about loosing? Do you tend to explain your lost games with 1, 2 or many statistically unreasonable dice rolls in your opponents favor. Or chalk it up to your own one or two critical mistakes, instead of giving your opponent the credit for his win.
Some of these questions cannot be considered out of context. Slightly different standards apply at a kitchen table with your kid brother than would apply at a big tournament. But I think you could argue the pros and cons of most of them.
By the way sorry for (the continuing) hijacking (of) the thread.
Some people play for the good company of friends, having a beer, having fun and just do crazy stuff in the game.
Some are WAACers and play at a club where the winning is the first thing, not cheating!!! Why cheat becuse you are a WAACer?
It all depends on the league.
We have some players that do everything to win a game (READ: within the ruleset!) like kicking a MNG wardancer in the semifinals just to buy a new fresh that can help win the game. Some coaches can loose a game, just to try that Completion on a player to skill up!
It's all about having fun. WAACers can be fun to play against, you just keep learning the way the do it.
Back to topic!
Friendly Dwarf team - Don't get mighty blow on blockers, and you will get alot of games from other coaches.
Hard Dwarf team - have as much mighty blow that they can get, and less games aginst other coaches!
However, i am starting to regret taking Side-Step on the TS [and Doubles elsewhere] rather than MB. I'm sure it has its uses but i'm finding it a bit passive
I'm now at W2 D2 L0 with the practice games for the end of the month. Kick (against me) has cost me the 2 Draws
darren woodward wrote:i thought Guard was the only must with Dwarfs
However, i am starting to regret taking Side-Step on the TS [and Doubles elsewhere] rather than MB. I'm sure it has its uses but i'm finding it a bit passive
I'm now at W2 D2 L0 with the practice games for the end of the month. Kick (against me) has cost me the 2 Draws
I agree, you need at least 3 guard longbeards to make the team competitive against decent opposition. I also prefer my first normal skill blitzer to get guard as well.
Jural wrote:
I agree, you need at least 3 guard longbeards to make the team competitive against decent opposition. I also prefer my first normal skill blitzer to get guard as well.
I prefer to have lots and lots of Guard on a Dwarf team, but in certain leagues having lots of Mighty Blow will allow them to earn Guard as a second skill much faster than a Guard lineman will earn a 2nd skill.
whitetiger wrote:Exactly, Mighty Blow first on at least a couple of them, that'll help them get the Guard.
I respectfully disagree. Guard allows the team as a whole to get more 2 die blocks, which allows more casualties, which allows more 1st skill ups on longbeards. After 3 guard players, it isn't as critical (but still very critical) and you can branch out into more sexy skills like Mighty Blow, Grab, and Stand Firm. For my money though, Guard is still a requirement for one of the first two skills.
The key with dwarves is to get as many 2 die blocks per turn as possible, and guard is better than any other skill for that purpose.