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First of all, no you cannot take Tackle on a normal skill for an Ogre. As they dont have acces to General Skills, you'd have to roll a double to gain Tackle.
A double roll on a snotling, well there are a couple of options.
Block. Boring, but will possible help him survive longer. Anything that does that helps.
Wrestle. Maybe even better. Saves going down and even might flatten one of your opponents to foul him!
Dirty Player. Once an Ogre got one down, you can remove him more permanently. Nice with Sneaky Git.
If you are interested at all in ball handling, you could take Sure Hands or Hail Mary Pass.
Best of luck!
B
Reason:''
'Millions of pieces, pieces for free.
Millions of pieces, pieces for me!'
plasmoid wrote:I've had one, and if he hangs back a little, then no problem. It's not like he needs to be around for turn 7-8 of the 2nd half
In my team tactic it's almost impossible as Ogre always stays on the line of scrimage trying to open the opponent and my snots moving like a one man on the fallen opponent guys or on the ball. In this tactic It's quite difficult to chose the guy wich foul as they have only 5MO?
However you're right it's a good idea to get this snot a bit back. But i prefer to cover down ogres(many PO) then 20K pukesn even if they represent a a reroll.
Sure Hands: Good to have a ballcarrier. He can pick up the ball and either run with it or try to hand it off to the ogre you want to give the ball. The snotling also have a good chance of keeping the ball if blitzed even against strip ball, only both down and knockdown (unless opponent got tackle) will make you lose the ball. A handoff to a free ogre has 75% successrate which means you have pretty good odds of transporting the ball 10 (5+5) squares-distance to the balls starting position on turn 1. That can be the difference of putting the ball into a safe cage before the opponent gets a chance to free it.
Kick: Depending on you opponent it might be very helpful to be able to place the kick short or long to improve your chances to break your opponents offence before it really starts. It might be an idea to keep your kick-snotling "safe" if you suspect to kick off a lot...
OR
Block: Boring but true, it will keep him standing a bit more and will extend his expiration-date.
Dirty Player might also be good to have, especially if you eventually gets Sneaky git on him...
Block is actually pretty good. I have seen these guys survive longer than you'd think. Especially now the new Stunty means 66% of CAS are now BH (rather than 50%).
I would love to try out Dauntless though. Running into cages would be fun.
Hail Mary Pass is actually a very good call. TTM a snot downfield in a previous turn and you have an easy score.
Reason:''
*This post may have been made without the use of a hat.
Hail Mary Pass is actually a very good call. TTM a snot downfield in a previous turn and you have an easy score.
This has to be some kind of Herkules style snotling. The life expectancy (had to look that word up in a dictionary) of a snotling in the opponents backfield can usually be measured in seconds. In fact my snotlings tend to end up in the infirmary or the cemetery as a result of being thrown. I think your best chance to score with a snot is "throw a snot that has the ball on him towards the endzone and pray". Not so sure Hail Mary Pass will do any good.
Definedly dirty player. I used to have a guard snot and it was really fun, but the problem is he gets twatted in 3 turns or less.
You wanna give your ogres block on doubles so you can save the rerolls to those ogres who would fail their 2die blocks. Then just swarm the guys on the ground with 5 snotlings & 1 DP.
Assisting fouls is the only thing snots are good for (2+ dodge anywhere = easy to get to help + you REALLY need to trade your snots to his normal players, i.e. foul + ST doesn't matter when you foul).
A snot has a minimum of 43% chance of being KO'd every time he hits the ground, a team with tackle or block access will very quickly down all your snots possibly spending RR's on the blitzes. It's inevitable, rather get sent off by the ref & possibly take a lino/blitzer/catcher with you.