Vampire team status and weird progression
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Vampire team status and weird progression
Hello once more,
I have this team going on the cyanide game (Naggaroth league, so random matchmaking only)
It was my first time with vampires, and i didn't know what to choose so far. I've read the playbooks and guides since, but i am a bit torn apart between the different advances possible.
Vampire 1: Dodge
Vampire 2: Block
Vampire 3: Block
Vampire 4: +AG
Vampire 5: +ST, Mighty Blow
Thrall 1: +ST, Jump UP
Thrall 2: Leader
Thrall 3: Kick
Thrall 4:
Thrall 5:
Thrall 6:
Thrall 7:
RR: 4
According to most guides, going Blodge+Pro is the way to go, but getting +AG seemed too good to miss. Hypnotic gaze on 2+ and...i was surprised on how good he became at the passing game. I think i messed up the +ST one, i should have taken block or dodge instead of Mighty blow.
So, should i make Vampire 4 a thrower (strong arm) or i could even take something like leap?
For Vampire 5, would it be better to give dodge or block next?
Thrall #1 got jump up to make sure i can position him where i need my vampires to move...often my thralls were down and could only limp forward, delaying my vampire movements (as i often make sure to have a thrall nearby for snacks during touch downs). I know it's silly.
Lastly, when do you pick Pro on vampires?
I have this team going on the cyanide game (Naggaroth league, so random matchmaking only)
It was my first time with vampires, and i didn't know what to choose so far. I've read the playbooks and guides since, but i am a bit torn apart between the different advances possible.
Vampire 1: Dodge
Vampire 2: Block
Vampire 3: Block
Vampire 4: +AG
Vampire 5: +ST, Mighty Blow
Thrall 1: +ST, Jump UP
Thrall 2: Leader
Thrall 3: Kick
Thrall 4:
Thrall 5:
Thrall 6:
Thrall 7:
RR: 4
According to most guides, going Blodge+Pro is the way to go, but getting +AG seemed too good to miss. Hypnotic gaze on 2+ and...i was surprised on how good he became at the passing game. I think i messed up the +ST one, i should have taken block or dodge instead of Mighty blow.
So, should i make Vampire 4 a thrower (strong arm) or i could even take something like leap?
For Vampire 5, would it be better to give dodge or block next?
Thrall #1 got jump up to make sure i can position him where i need my vampires to move...often my thralls were down and could only limp forward, delaying my vampire movements (as i often make sure to have a thrall nearby for snacks during touch downs). I know it's silly.
Lastly, when do you pick Pro on vampires?
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Re: Vampire team status and weird progression
Since you play with 5 vampires, I'd start picking pro about now. The standard play is 4 vamps, if you are pro-heavy with 4 vamps you can consider a 5th vamp..
I dont think MB is optimal for the +ST guy, but its certainly not a waste either. Just go - Block, Dodge after..
I think your biggest mistake is that Jump up on the thrall, but if you can keep him alive with it its not a bad pick either. I'd have taken dodge or guard.. Guard for the leader thrall as well for my money.
You dont need a vampire thrower, and certainly not a 6th vampire. A pro coach will watch you burn a RR/turn if you activate all your vamps or just beat out your thralls while you feast on them. Since you went with 5 vamps, I'd go pro next on #1, #2 and #3. Normally I'd go dodge, block on all four and get pro after blodge.
+AG is a godsend with vamps, again there's no big secret here. Just go with dodge & block and use him as a thrower on offence and as a hypno gazer or a blitzer on defence.. The final skill that you will need is tackle, on at least 3 of the vamps..
Oh:
And thralls with wrestle+ strip ball who you then put into cageblitzing positions with hypnogaze are 'really' powerful for 80k.
I dont think MB is optimal for the +ST guy, but its certainly not a waste either. Just go - Block, Dodge after..
I think your biggest mistake is that Jump up on the thrall, but if you can keep him alive with it its not a bad pick either. I'd have taken dodge or guard.. Guard for the leader thrall as well for my money.
You dont need a vampire thrower, and certainly not a 6th vampire. A pro coach will watch you burn a RR/turn if you activate all your vamps or just beat out your thralls while you feast on them. Since you went with 5 vamps, I'd go pro next on #1, #2 and #3. Normally I'd go dodge, block on all four and get pro after blodge.
+AG is a godsend with vamps, again there's no big secret here. Just go with dodge & block and use him as a thrower on offence and as a hypno gazer or a blitzer on defence.. The final skill that you will need is tackle, on at least 3 of the vamps..
Oh:
And thralls with wrestle+ strip ball who you then put into cageblitzing positions with hypnogaze are 'really' powerful for 80k.
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Re: Vampire team status and weird progression
Alright, so the projected advances would be this:
Vampire 1: Dodge --> Pro --> Block --> Tackle
Vampire 2: Block --> Pro --> Dodge --> Tackle
Vampire 3: Block --> Pro -- > Dodge--> Tackle
Vampire 4: +AG --> Dodge --> Block -->
Vampire 5: +ST, Mighty Blow --> Block --> Dodge
Course, almost all stats except perhaps AV would be picked.
Vampire 1: Dodge --> Pro --> Block --> Tackle
Vampire 2: Block --> Pro --> Dodge --> Tackle
Vampire 3: Block --> Pro -- > Dodge--> Tackle
Vampire 4: +AG --> Dodge --> Block -->
Vampire 5: +ST, Mighty Blow --> Block --> Dodge
Course, almost all stats except perhaps AV would be picked.
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- txapo
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Re: Vampire team status and weird progression
If you get a 10 that vamp forgets pro and becomes a blodger so you get a nice doggy fast vamp!!! It really makes a diference that extra square!!Oakwolf wrote:Alright, so the projected advances would be this:
Vampire 1: Dodge --> Pro --> Block --> Tackle
Vampire 2: Block --> Pro --> Dodge --> Tackle
Vampire 3: Block --> Pro -- > Dodge--> Tackle
Vampire 4: +AG --> Dodge --> Block -->
Vampire 5: +ST, Mighty Blow --> Block --> Dodge
Course, almost all stats except perhaps AV would be picked.
if one vamp dies don't buy another one you'll se your team will become better and keep the apo just for the number 4 or 5th in case they get a nigling or dead (they are your elite).
nº4 as well should get leap and sure hands/pass block in order to become a real pain!!!
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Re: Vampire team status and weird progression
I must say, I really *really* do not see any point in taking LEAP on a team with 4-5 hypnotic gazes. The point of hypnotic gaze is to get a 3+ attempt at passing a person's TZ. LEAP is exactly the same, except if you fail, you turn over & your player takes an armor check. Leap is totally suboptimal in a team of vampires, imho. Even on AG5, you rather use it for hypnoing the way for a lesser vamp, or dodge into the zones after lesser vamps have made the dieroll easier.
Btw, if it's required that you hypno in a zone to get the following blitz properly positioned, don't worry about it too much, a 4+ still works half the time, AG5 at 66% and with pro the chance is really good..
Also.. A MB/PO vamp may be a good idea, but its not as efficient as the combo would be with other teams.
Also.. Do not skip 10's +MA is really useful, if you can get blodge/tackle to follow.. Ma7 or Ma8 vamps have the potential to harass even backfield throwers sometimes - a weakness of vampire teams normally.
Btw, if it's required that you hypno in a zone to get the following blitz properly positioned, don't worry about it too much, a 4+ still works half the time, AG5 at 66% and with pro the chance is really good..
Also.. A MB/PO vamp may be a good idea, but its not as efficient as the combo would be with other teams.
Also.. Do not skip 10's +MA is really useful, if you can get blodge/tackle to follow.. Ma7 or Ma8 vamps have the potential to harass even backfield throwers sometimes - a weakness of vampire teams normally.
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Re: Vampire team status and weird progression
I wouldn't worry about building a thrower. Your AG + vamp can chuck just fine when he's not melting cages.
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Re: Vampire team status and weird progression
I bit late ofc, but i find it really useful with wrestle on a st 4 thrall as he can blitz (possibly with 2 dize) without bloodlust after a path to the ball has been made (a vampire with wrestle is less useful for blitzing the ballcarrier as a failed bloodlust means he cant be laying down at the end of the turn)
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Re: Vampire team status and weird progression
Thanks for the tips, it's not too late.
The +AG vampire is really golden, as the 2+ abilities across the board really make this team flexible. It seems alot of people forget that vampires can play the passing game.
The +ST one doesn't do all that much in a game, but he sure draw alot of attention, and there's something about a ST5 AG4 player on the field that trigger spider senses.
My ST4, Jump Up thrall is definitely getting strip ball if he lives for it.
Something strange that i noticed on the Cyanide game; Vampire teams have apothecaries and i can use them on vampires.
Is this correct by the rules or is this a bug? If so, it definitely makes the vampires some of the hardest players to injure or kill.
The +AG vampire is really golden, as the 2+ abilities across the board really make this team flexible. It seems alot of people forget that vampires can play the passing game.
The +ST one doesn't do all that much in a game, but he sure draw alot of attention, and there's something about a ST5 AG4 player on the field that trigger spider senses.
My ST4, Jump Up thrall is definitely getting strip ball if he lives for it.
Something strange that i noticed on the Cyanide game; Vampire teams have apothecaries and i can use them on vampires.
Is this correct by the rules or is this a bug? If so, it definitely makes the vampires some of the hardest players to injure or kill.
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Re: Vampire team status and weird progression
That is a correct interpretation of the rules.
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Re: Vampire team status and weird progression
Then you should consider how you play him as he is definitly a star in my team!!!Oakwolf wrote:
The +ST one doesn't do all that much in a game, but he sure draw alot of attention, and there's something about a ST5 AG4 player on the field that trigger spider senses.
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Re: Vampire team status and weird progression
Alright, the team is still going. Here's the new stuff:
Star Vampire: +2ST, Block, Mighty blow, -- ready to level up --
Am lost at the options
. Common sense would be dodge or pro, but there's just so much he can do...frenzy, jump up, sidestep,etc. The die is not yet rolled, so it could be a double. That being said, it might well be the last advance he gets for a long time.
Vampire #2: +AG, Dodge, Leap (surprisingly useful)
Vampire #3: Block, Dodge, Pro
Vampire #4: Block, Dodge
Vampire #5: Block, Pro
Vampire #6: +1 MA
+ Random Thralls...needless to say, i think i've had to re-buy all of them once at least. One has managed to keep Kick, and another one has Guard (-1MA)
RR: 6
Star Vampire: +2ST, Block, Mighty blow, -- ready to level up --
Am lost at the options

Vampire #2: +AG, Dodge, Leap (surprisingly useful)
Vampire #3: Block, Dodge, Pro
Vampire #4: Block, Dodge
Vampire #5: Block, Pro
Vampire #6: +1 MA
+ Random Thralls...needless to say, i think i've had to re-buy all of them once at least. One has managed to keep Kick, and another one has Guard (-1MA)
RR: 6
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- txapo
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Re: Vampire team status and weird progression
I would go for frenzy. Why? you have a lot of dodge already. and with it you can then gaze the corner and blow the ballcarrier out of the safety of the cage.... aswell he becomes a nightmare in the sidelines
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Re: Vampire team status and weird progression
OH, now there are 6 vamps and 6 RRs. Good luck on the path you've chosen =).
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Re: Vampire team status and weird progression
Yes, i seem to go against the advice to play with low count of vampires. But i'll tell you what...i can manage 6 vamps easily with 6 RR with average rolls, but two of the vamps have Pro. Scoring touch downs is not a problem, it's lasting 16 turns...and at 1900 tv, having less vampires is not an option (with claws, mighty blows, blodge etc going on)
Imho, if I play vampires, it's to...well...put those fangs on the field. Sure, sometimes it'll cost you a TD once in a while, but that's going to happen even with 2 or 3. With just 2-3 vamps on the field, the opponent surely has less issues to know where the ball is going to go. Vamps don't have spectacular armor either.
I willingly bite a thrall on failed BL early in a drive when i have 4-5 of them (better me than the opponent!). That saves me a precious RR for those last turns pushes. And with re-rolls up, vampires are definitely superstars. So...thralls are basically walking re-rolls for my vamps and tackle zones for assist/hindrance.
Now i need tackle across the team
The life story of one Clement Ivankutch: my longuest lived thrall. 31 games played (out of 33 with the team). He survived 10 injury rolls without a scratch. Also sustained 8 KOs. My closest thrall has 11 match survived. 2 MVPs has given him kick! Ze elite.
P.S. Frenzy, a bit like piling on, doesn't seem to work well in conjunction with Blood Lust. Frenzy can put you away from thralls (thus forcing you to use re-rolls when you'd rather save them). Also, frenzy without a push-back resistance skill is dangerous on the sidelines. Piling on has a similar issue: it costs you movement squares (so important on this team) and also, you "need" to get your vampire up next turn and this might cause a blood lust fail early in your turn. I'd only take those skills if i have pro already (and perhaps i'd take mighty blow or tackle before)
Imho, if I play vampires, it's to...well...put those fangs on the field. Sure, sometimes it'll cost you a TD once in a while, but that's going to happen even with 2 or 3. With just 2-3 vamps on the field, the opponent surely has less issues to know where the ball is going to go. Vamps don't have spectacular armor either.
I willingly bite a thrall on failed BL early in a drive when i have 4-5 of them (better me than the opponent!). That saves me a precious RR for those last turns pushes. And with re-rolls up, vampires are definitely superstars. So...thralls are basically walking re-rolls for my vamps and tackle zones for assist/hindrance.
Now i need tackle across the team

The life story of one Clement Ivankutch: my longuest lived thrall. 31 games played (out of 33 with the team). He survived 10 injury rolls without a scratch. Also sustained 8 KOs. My closest thrall has 11 match survived. 2 MVPs has given him kick! Ze elite.
P.S. Frenzy, a bit like piling on, doesn't seem to work well in conjunction with Blood Lust. Frenzy can put you away from thralls (thus forcing you to use re-rolls when you'd rather save them). Also, frenzy without a push-back resistance skill is dangerous on the sidelines. Piling on has a similar issue: it costs you movement squares (so important on this team) and also, you "need" to get your vampire up next turn and this might cause a blood lust fail early in your turn. I'd only take those skills if i have pro already (and perhaps i'd take mighty blow or tackle before)
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Re: Vampire team status and weird progression
Hi OakwolfOakwolf wrote:Alright, the team is still going. Here's the new stuff:
Star Vampire: +2ST, Block, Mighty blow, -- ready to level up --
Am lost at the options. Common sense would be dodge or pro...

I'm thinking Dodge: boring maybe

(most high-strength killers don't have Tackle...)
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