Blood Bowl Playbooks
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Blood Bowl Playbooks
I think it would be good idea to have sticky thread where you could put up LRB 5 playbooks.
On the net you find a heap of playbooks and tacticas but most/all are obsolete, LRB 4 or sooner.
A thread were you can write your own playbooks or share what other people have written would be a good resource to have on the forum and be a base for a lot of produtive and fun discussions.
Is this a good idea?
Cheers
/Ikterus
On the net you find a heap of playbooks and tacticas but most/all are obsolete, LRB 4 or sooner.
A thread were you can write your own playbooks or share what other people have written would be a good resource to have on the forum and be a base for a lot of produtive and fun discussions.
Is this a good idea?
Cheers
/Ikterus
Reason: ''
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- Emerging Star
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- Joined: Mon Aug 18, 2008 12:43 pm
- Location: Sundsvall, Sweden
I'll start with posting a excellent playbook written by Galak on this very forum.
_________________________________________________________
I think I have my LRB 5.0 playing guide for Hafllings now.
Your starting roster should be:
2 Treemen (240k)
10 Halflings (300k)
2 Re-rolls (120k)
9 Fan Factor (90k)
This will give you a 750k team.
Then I'd recommend using this as an inducement table for Halflings:
50k to 90k = Babe
100k to 140k = Chef
150k to 230k = Chef + Babe
240k to 240k = Chef + Puggy
250k to 290k = Deeproot
300k to 340k = Deeproot + Babe
350k to 390k = Deeproot + Chef
400k to 440k = Deeproot + Chef + Babe
450k to 480k = Deeproot + Chef + 2 Babes
490k to 530k = Deeproot + Chef + Puggy
540k to 580k = Deeproot + Chef + Puggy + Babe
590k to 630k = Deeproot + Chef + Puggy + 2 Babes
640k to 670k = Deeproot + Chef + Puggy + Babe + Bribe
680k to 720k = Deeproot + Morg
730k to 770k = Deeproot + Morg + Babe
780k to 820k = Deeproot + Morg + Chef
830k to 870k = Deeproot + Morg + Chef + Babe
880k to 970k = Deeproot + Morg + Chef + 2 Babes
980k to 1070k = Deeproot + Morg + Chef + 2 Babes + Apoth
1080k+ = Deeproot + Morg + Chef + 2 Babes + 2 Apoth
If you have more inducement gap than 1080k ... then I'd recommend taking Bribes as you can up to 3 and fouling the tar out of your opponent every turn from the players that Deeproot and Morg knock down until all 3 Bribes are used up.
(cavet to table ... if your opponent is Khemri or has 2 or more players with Claw and/or Chainsaw then switch the word Apothecary in for Chef in the table and then Chef for 1st Apothecary) ... if he has one player with Claw or a Chainsaw keep this table and just hunt him down like a dog and foul him each turn if he isn't already Stunned.
My theory of running Flings is that assuming your team is going to be destroyed is a way to lose with the team. Being able to take the fight to your opponent is more important than inducing apothecaries to save your team unless there is definitely a clear or present danger to the team.
NEVER get attached to Flings. The only Fling you are to ever apothecary (unless its turn 8 of the 2nd half) is one with 31 or more SPPs or with a +1 ST or +1 AG increase. Otherwise you've probably wasted your apothecary and then your good Fling players or a Tree will get killed within 2 turns, I pretty much promise this. If your +1 MA or 2 skill Fling dies .... well it was nice knowing him. Have the Trees Avenge his death (they seem to do well in avenge mode).
=====
Future purchases for your team:
After your first game you should have 50k pretty easy ... use that to pick up an Apothecary for your team.
Filling out the roster:
1) You only want to purchase 2 more Flings on top of this roster ... never have more than 14 players on your team.
2) When you can ... purchase 3 assistant coaches and cheerleaders
3) Purchase 2 more re-rolls as the team develops (4 is plenty)
When to retire players:
Any -1 MA, -1 AG, or -1 ST injury on any Halfling (otherwise they are fine)
Any -1 ST on a Treeman (otherwise they are fine)
======
Skills:
Treeman:
Normal: Grab, Break Tackle, Multiple Block
Doubles: Block then Pro
(if you get Block on your 1st or 2nd skill roll then the Normal skill order should be Grab, Multiple Block, Break Tackle)
Halflings:
You need three types of Hafllings (defenders, scorers, and a booter)
4-6 Defenders:
Normal: Diving Tackle then Side Step
Doubles: Tackle then Block
(players rolling +1 ST for 1st skill should be developed along this path but with Block first and then Tackle on doubles)
2-4 Scorers:
Normal: Catch, Sure Feet
Doubles: Sure Hands then Block
(players rolling +1 AG or +1 MA for 1st skill should be developed along this path)
1-2 Booters:
Normal: Sneaky Git, Sure Feet
Doubles: Kick then Dirty Player for the 1st ... Dirty Player then Guard for the 2nd
Never turn down ANY stat increase on a Fling.
Turn down +1 AG on Treemen for a normal skill (otherwise take the stat increase)
===================
Playing:
I like to use this Defense against teams without Frenzy (if I don't have Deeproot) ... (if you have Deeproot move players 1 and 2 one square to the sidelines and have Deeproot be on one of the outside LOS spots): Fling Defense
Against teams with Frenzy ... move the wide zone player closest to the LOS one square closer to the center of the pitch. This prevents a frenzy blitz taking any wide zone player off the pitch. Fling Defense - Frenzy
Then get Diving Tackle on 4 and 5 first, and then 6 and 7. This defense is weak against a Quick Snap ... but its a risk I take for the benefit of positioning of the TZs (better use of the Diving Tackle and a way to prevent super team up on the Trees).
Note on Catch Flings: I really don't recommend trying many if any normal passing plays with 'Flings, but the Hand Offs are critical to TTM plays and Catch gives your Halfling that are your best candicates for the toss a nice extra to save you the reroll for the turn for the Landing.
For offense with the Trees ... set up the Treeman for 3 dice blocks if you can ... also try to have one player start next to each Tree not on the LOS that they can throw if the defense is set up weak against a possible TTM play.
On offense with the Flings ... no matter HOW tempting or game vital you think it is ... never ever reroll a PUSH result from a block with a Fling unless its like turn 7 of the 2nd half, will prevent the winning TD from scoring, and you don't really care if the Fling dies. There is a 1 in 4 chance EVERY time a Fling gets knocked down of him getting KO'd or worse (if the opponent has Mighty Blow the odds are really scary). Do NOT do your opponents job for him especially with your own rerolls.
ALWAYS try to give your Trees one assist for any block they make against an ST 3 player ... that's 3 dice for the block. Make sure you think about the push. Do not end up with the assisting Fling being in your opponent's TZ if you roll a push. If this is impossible, just take the 2 dice block.
One of the MAIN goal of the Halfling team to win is reroll denial of your opponent ... this is done 3 ways ... through the Master Chef, through FAME bonues, and through assistant coaches and cheerleaders. Set up your team to make sure you take advantage of this.
Don't be afraid to throw a Fling to Short Range especially if he doesn't have the ball. A failed TTM throw of a Fling is ALMOST never a turnover if he does not have the ball (the exception is if lands on your own player). ANY Treeman TTM has a 5 in 6 chance not fumbling ... if you have Pro the odds are even better ... remember this. Also remember that a Fling that has not moved, can get up from a failed landing and move if they are only prone ... Stunned Flings have to wait until the end of the next turn to de-stun though.
As for planning one turn TTM plays. Okay if you are going to set up to go for a one turn TTM, then do it right. Here is an 11 man for a 1 turn TTM attempt ... usually a turn 8 play. One turn TTM
The goal with this set up is to optimize your offense for the play. If the kick lands deep you aren't going to pull of a TTM one turner anyway, so you play a short range back line that is within no GFIs of the handoff to Fling 4 or 5. Now the key to this play is to free up one of the Trees so that they can throw with no TZs on them and take one step forward before throwing Fling 4 or 5 if needed. Also you want Fling 4 or 5 to be free of tackle zones for the handoff. To do this, use Flings 3, 10, and the whichever one of 4 or 5 is not being thrown to get a 2 dice blitz with 11 to free up the throwing tree and receiving fling from any TZs needed for the play. So the play goes ... blitz the Tree and Fling free, pick up the ball and hand it off to Fling 4 or 5, the appropriate Tree declares the TTM pass, takes one step forward if needed and then throws to max distance of Short Range. Make sure the target square is 4 squares away from the sidelines if possible to avoid Nuffle throwing your Haflling out of bounds.
Try to always keep 1 Fling in an ordinal position (N, S, E, W) of a Tree. A team with ST 3 players won't be able to get more than a 2 dice defender's choice block against the Tree without getting rid of the Fling first. Even an ST 4 player will only have a 1 dice block option if you do this. This also has the advantage then of always having 2 flings that you can toss if need be.
Get a Fling in scoring position. Always try to have one Fling run down field to get within 5 to 7 squares of the endzone. A TTM pass followed by a handoff could turn this into a quick score.
If you don't have Deeproot or have lost a Tree, 0 SPP Flings go between the Trees on offense or defense. When you set up your team for a kickoff. Field all your players with skills, then field your Flings from that point in order of 0 SPP to 5 SPP. This will help you spread out the SPPs on your team as best as possible. ... It also reduces your losses of players in position to get skills from the MVP for the game. Along these lines if you have a player get to 6 SPPs in a game so he earns a skill ... don't field him if you can ... he's guaranteed to die if you do before getting that skill.
Don't forget to DODGE DODGE DODGE ... never leave a Fling next to an opponent unless you really believe deep down that you need a personal TZ on that player. Odds are any Fling left in position to be blocked won't be returning to play again in your lifetime (cause his will be over). Flings dodge to any square with a 88% chance of success ... so don't be afraid to Dodge ... you'll occassionally kill a fling dodging .. but you'll kill off more if you don't.
Finally, don't be afraid of risk. The occasional 1 dice block, Short Pass Fling toss, and lots of GFIs are staples of winning for the team. Play Flings consertatively and you will lose.
===================
That's my current best advice on how to run a Halfling team based on several years of running the team.
_________________________________________________________
_________________________________________________________
I think I have my LRB 5.0 playing guide for Hafllings now.
Your starting roster should be:
2 Treemen (240k)
10 Halflings (300k)
2 Re-rolls (120k)
9 Fan Factor (90k)
This will give you a 750k team.
Then I'd recommend using this as an inducement table for Halflings:
50k to 90k = Babe
100k to 140k = Chef
150k to 230k = Chef + Babe
240k to 240k = Chef + Puggy
250k to 290k = Deeproot
300k to 340k = Deeproot + Babe
350k to 390k = Deeproot + Chef
400k to 440k = Deeproot + Chef + Babe
450k to 480k = Deeproot + Chef + 2 Babes
490k to 530k = Deeproot + Chef + Puggy
540k to 580k = Deeproot + Chef + Puggy + Babe
590k to 630k = Deeproot + Chef + Puggy + 2 Babes
640k to 670k = Deeproot + Chef + Puggy + Babe + Bribe
680k to 720k = Deeproot + Morg
730k to 770k = Deeproot + Morg + Babe
780k to 820k = Deeproot + Morg + Chef
830k to 870k = Deeproot + Morg + Chef + Babe
880k to 970k = Deeproot + Morg + Chef + 2 Babes
980k to 1070k = Deeproot + Morg + Chef + 2 Babes + Apoth
1080k+ = Deeproot + Morg + Chef + 2 Babes + 2 Apoth
If you have more inducement gap than 1080k ... then I'd recommend taking Bribes as you can up to 3 and fouling the tar out of your opponent every turn from the players that Deeproot and Morg knock down until all 3 Bribes are used up.
(cavet to table ... if your opponent is Khemri or has 2 or more players with Claw and/or Chainsaw then switch the word Apothecary in for Chef in the table and then Chef for 1st Apothecary) ... if he has one player with Claw or a Chainsaw keep this table and just hunt him down like a dog and foul him each turn if he isn't already Stunned.
My theory of running Flings is that assuming your team is going to be destroyed is a way to lose with the team. Being able to take the fight to your opponent is more important than inducing apothecaries to save your team unless there is definitely a clear or present danger to the team.
NEVER get attached to Flings. The only Fling you are to ever apothecary (unless its turn 8 of the 2nd half) is one with 31 or more SPPs or with a +1 ST or +1 AG increase. Otherwise you've probably wasted your apothecary and then your good Fling players or a Tree will get killed within 2 turns, I pretty much promise this. If your +1 MA or 2 skill Fling dies .... well it was nice knowing him. Have the Trees Avenge his death (they seem to do well in avenge mode).
=====
Future purchases for your team:
After your first game you should have 50k pretty easy ... use that to pick up an Apothecary for your team.
Filling out the roster:
1) You only want to purchase 2 more Flings on top of this roster ... never have more than 14 players on your team.
2) When you can ... purchase 3 assistant coaches and cheerleaders
3) Purchase 2 more re-rolls as the team develops (4 is plenty)
When to retire players:
Any -1 MA, -1 AG, or -1 ST injury on any Halfling (otherwise they are fine)
Any -1 ST on a Treeman (otherwise they are fine)
======
Skills:
Treeman:
Normal: Grab, Break Tackle, Multiple Block
Doubles: Block then Pro
(if you get Block on your 1st or 2nd skill roll then the Normal skill order should be Grab, Multiple Block, Break Tackle)
Halflings:
You need three types of Hafllings (defenders, scorers, and a booter)
4-6 Defenders:
Normal: Diving Tackle then Side Step
Doubles: Tackle then Block
(players rolling +1 ST for 1st skill should be developed along this path but with Block first and then Tackle on doubles)
2-4 Scorers:
Normal: Catch, Sure Feet
Doubles: Sure Hands then Block
(players rolling +1 AG or +1 MA for 1st skill should be developed along this path)
1-2 Booters:
Normal: Sneaky Git, Sure Feet
Doubles: Kick then Dirty Player for the 1st ... Dirty Player then Guard for the 2nd
Never turn down ANY stat increase on a Fling.
Turn down +1 AG on Treemen for a normal skill (otherwise take the stat increase)
===================
Playing:
I like to use this Defense against teams without Frenzy (if I don't have Deeproot) ... (if you have Deeproot move players 1 and 2 one square to the sidelines and have Deeproot be on one of the outside LOS spots): Fling Defense
Against teams with Frenzy ... move the wide zone player closest to the LOS one square closer to the center of the pitch. This prevents a frenzy blitz taking any wide zone player off the pitch. Fling Defense - Frenzy
Then get Diving Tackle on 4 and 5 first, and then 6 and 7. This defense is weak against a Quick Snap ... but its a risk I take for the benefit of positioning of the TZs (better use of the Diving Tackle and a way to prevent super team up on the Trees).
Note on Catch Flings: I really don't recommend trying many if any normal passing plays with 'Flings, but the Hand Offs are critical to TTM plays and Catch gives your Halfling that are your best candicates for the toss a nice extra to save you the reroll for the turn for the Landing.
For offense with the Trees ... set up the Treeman for 3 dice blocks if you can ... also try to have one player start next to each Tree not on the LOS that they can throw if the defense is set up weak against a possible TTM play.
On offense with the Flings ... no matter HOW tempting or game vital you think it is ... never ever reroll a PUSH result from a block with a Fling unless its like turn 7 of the 2nd half, will prevent the winning TD from scoring, and you don't really care if the Fling dies. There is a 1 in 4 chance EVERY time a Fling gets knocked down of him getting KO'd or worse (if the opponent has Mighty Blow the odds are really scary). Do NOT do your opponents job for him especially with your own rerolls.
ALWAYS try to give your Trees one assist for any block they make against an ST 3 player ... that's 3 dice for the block. Make sure you think about the push. Do not end up with the assisting Fling being in your opponent's TZ if you roll a push. If this is impossible, just take the 2 dice block.
One of the MAIN goal of the Halfling team to win is reroll denial of your opponent ... this is done 3 ways ... through the Master Chef, through FAME bonues, and through assistant coaches and cheerleaders. Set up your team to make sure you take advantage of this.
Don't be afraid to throw a Fling to Short Range especially if he doesn't have the ball. A failed TTM throw of a Fling is ALMOST never a turnover if he does not have the ball (the exception is if lands on your own player). ANY Treeman TTM has a 5 in 6 chance not fumbling ... if you have Pro the odds are even better ... remember this. Also remember that a Fling that has not moved, can get up from a failed landing and move if they are only prone ... Stunned Flings have to wait until the end of the next turn to de-stun though.
As for planning one turn TTM plays. Okay if you are going to set up to go for a one turn TTM, then do it right. Here is an 11 man for a 1 turn TTM attempt ... usually a turn 8 play. One turn TTM
The goal with this set up is to optimize your offense for the play. If the kick lands deep you aren't going to pull of a TTM one turner anyway, so you play a short range back line that is within no GFIs of the handoff to Fling 4 or 5. Now the key to this play is to free up one of the Trees so that they can throw with no TZs on them and take one step forward before throwing Fling 4 or 5 if needed. Also you want Fling 4 or 5 to be free of tackle zones for the handoff. To do this, use Flings 3, 10, and the whichever one of 4 or 5 is not being thrown to get a 2 dice blitz with 11 to free up the throwing tree and receiving fling from any TZs needed for the play. So the play goes ... blitz the Tree and Fling free, pick up the ball and hand it off to Fling 4 or 5, the appropriate Tree declares the TTM pass, takes one step forward if needed and then throws to max distance of Short Range. Make sure the target square is 4 squares away from the sidelines if possible to avoid Nuffle throwing your Haflling out of bounds.
Try to always keep 1 Fling in an ordinal position (N, S, E, W) of a Tree. A team with ST 3 players won't be able to get more than a 2 dice defender's choice block against the Tree without getting rid of the Fling first. Even an ST 4 player will only have a 1 dice block option if you do this. This also has the advantage then of always having 2 flings that you can toss if need be.
Get a Fling in scoring position. Always try to have one Fling run down field to get within 5 to 7 squares of the endzone. A TTM pass followed by a handoff could turn this into a quick score.
If you don't have Deeproot or have lost a Tree, 0 SPP Flings go between the Trees on offense or defense. When you set up your team for a kickoff. Field all your players with skills, then field your Flings from that point in order of 0 SPP to 5 SPP. This will help you spread out the SPPs on your team as best as possible. ... It also reduces your losses of players in position to get skills from the MVP for the game. Along these lines if you have a player get to 6 SPPs in a game so he earns a skill ... don't field him if you can ... he's guaranteed to die if you do before getting that skill.
Don't forget to DODGE DODGE DODGE ... never leave a Fling next to an opponent unless you really believe deep down that you need a personal TZ on that player. Odds are any Fling left in position to be blocked won't be returning to play again in your lifetime (cause his will be over). Flings dodge to any square with a 88% chance of success ... so don't be afraid to Dodge ... you'll occassionally kill a fling dodging .. but you'll kill off more if you don't.
Finally, don't be afraid of risk. The occasional 1 dice block, Short Pass Fling toss, and lots of GFIs are staples of winning for the team. Play Flings consertatively and you will lose.
===================
That's my current best advice on how to run a Halfling team based on several years of running the team.
_________________________________________________________
Reason: ''
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Playbooks (not many from LRB5 to be fair) be found at various sites such as www.midgardbb.com.
Not sure where I got my copy of Galaks playbook but it hasn't got the diagrams. Sorry.
Not sure where I got my copy of Galaks playbook but it hasn't got the diagrams. Sorry.
Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
- Angeblich
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i found it in the "halfling noob" thread. with diagrams.
viewtopic.php?t=21879&highlight=halfling+noob
(3rd reply)
viewtopic.php?t=21879&highlight=halfling+noob
(3rd reply)
Reason: ''
- Digger Goreman
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- Location: Atlanta, GA., USA: Recruiting the Walking Dead for the Blood Bowl Zombie Nation
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Nice one! Thanks!Digger Goreman wrote:As much of a playbook as I have is at Necro-Tacticum
Reason: ''
Ikterus


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- Mr. Zlurpee
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