DE Help
-
- Star Player
- Posts: 750
- Joined: Tue Oct 21, 2003 6:57 pm
DE Help
I managed to roll up 3 regular skills after my last game.
My team:
http://bbm.jcmag.fr/BloodBowlManager.We ... lang=en-US
The players with skills up
#1 BZ: Guard, Regular Skill
#5 RU: Block, Dodge, Regular Skill
#10 LN: Block, Regular Skill
Normally I'd go with dodge on #1 and #10 but I have dwarves next...
for #5 I actually don't throw with him that much - 6 in 17 games - so while Pass or NoS could come in handy, perhaps not as much as for other teams. I do carry the ball with him alot but I try to make sure I don't have to use dump off.
Thoughts?
My team:
http://bbm.jcmag.fr/BloodBowlManager.We ... lang=en-US
The players with skills up
#1 BZ: Guard, Regular Skill
#5 RU: Block, Dodge, Regular Skill
#10 LN: Block, Regular Skill
Normally I'd go with dodge on #1 and #10 but I have dwarves next...
for #5 I actually don't throw with him that much - 6 in 17 games - so while Pass or NoS could come in handy, perhaps not as much as for other teams. I do carry the ball with him alot but I try to make sure I don't have to use dump off.
Thoughts?
Reason: ''
-
- Veteran
- Posts: 309
- Joined: Tue Mar 16, 2010 3:06 pm
- Location: Irlanda
Re: DE Help
Even with Dworfs coming up it's hard to look past Dodge for me on both the Blitzer and Line-elf. Maybe Kick on the line-elf? If the Dwarfs haven't tackled up their Slayers and Blitzers then definitely dodge those guys up.
I kinda like Sure Hands on Runners. Good for the rain and nipping in a stealing the ball in TZs.
I kinda like Sure Hands on Runners. Good for the rain and nipping in a stealing the ball in TZs.
Reason: ''
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: DE Help
swil - I would stick with the plan and go with Dodge on 1 and 10.
You will regret it later if you determine your picks now solely on the basis of playing Dwarfs next. Remember that (typically) Dwarfs have 6 players without Tackle on the pitch. These are also their 6 fastest players, the most likely to be at the breakdown, on the wings, or deep on defense (3 situations where you are most likely to deploy Dodge).
I also quite like developing a Runner in a simple, non-Dump-Off way, although I tend to skip the Block. Sure Hands is good on the Runner, it saves those precious RRs (all the more precious for DEs as they start with no ball handling skills). I also do not use Dump-Off a lot when I have a Runner, I try not to expose him to attack, if you do, he will die soon enough. Thus Sure Hands is not a bad pick.
However, my personal preference on the Runner (as first skill) is Leader, I put that forward for your consideration.
Hope that helps.
You will regret it later if you determine your picks now solely on the basis of playing Dwarfs next. Remember that (typically) Dwarfs have 6 players without Tackle on the pitch. These are also their 6 fastest players, the most likely to be at the breakdown, on the wings, or deep on defense (3 situations where you are most likely to deploy Dodge).
I also quite like developing a Runner in a simple, non-Dump-Off way, although I tend to skip the Block. Sure Hands is good on the Runner, it saves those precious RRs (all the more precious for DEs as they start with no ball handling skills). I also do not use Dump-Off a lot when I have a Runner, I try not to expose him to attack, if you do, he will die soon enough. Thus Sure Hands is not a bad pick.
However, my personal preference on the Runner (as first skill) is Leader, I put that forward for your consideration.
Hope that helps.
Reason: ''
Smeborg the Fleshless
-
- Veteran
- Posts: 170
- Joined: Wed Jun 02, 2010 1:17 am
- Contact:
Re: DE Help
I would not worry about a single game as critical to the skill choice, it would be different if the league is loaded in dwarfs. If you really want to worry about it than side step is always a good skill. Your line elf could reasonably take kick instead.
Even disregarding the pass options, the runner has plenty of other useful skill choices depending on how you do use him. SS, Sure Feet, Sure Hands will all come in handy as a ball carrier. Personally I would take pass, but I think you'd get plenty of mileage out of those skills as well. Depending on if you use him on defense there are other skills you could give him that might free up skill slots for other players.
Even disregarding the pass options, the runner has plenty of other useful skill choices depending on how you do use him. SS, Sure Feet, Sure Hands will all come in handy as a ball carrier. Personally I would take pass, but I think you'd get plenty of mileage out of those skills as well. Depending on if you use him on defense there are other skills you could give him that might free up skill slots for other players.
Reason: ''
-
- Super Star
- Posts: 779
- Joined: Tue Feb 12, 2013 4:05 pm
Re: DE Help
You have no Kick in your team ?
You definitly need one, espacially against rosters like dwarf.
I would go for:
#1 Dodge, or Side Step
#5 Sure Hands, or Leader
#10 Kick !
You definitly need one, espacially against rosters like dwarf.
I would go for:
#1 Dodge, or Side Step
#5 Sure Hands, or Leader
#10 Kick !
Reason: ''
-
- Experienced
- Posts: 81
- Joined: Sat Apr 21, 2012 2:07 am
Re: DE Help
#1 Dodge, or Side Step
#5 Pass or Accurate (i like to be able to toss it long if required, anyone elf can catch so especially in turnover situations a long passing game is a blessing)
#10 Kick
#5 Pass or Accurate (i like to be able to toss it long if required, anyone elf can catch so especially in turnover situations a long passing game is a blessing)
#10 Kick
Reason: ''
-
- Star Player
- Posts: 706
- Joined: Sat May 21, 2005 6:07 pm
- Location: Panther Stadium, Rhavanash, Home Of Blood Bowl
Re: DE Help
Absolutely take Dodge mate.
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!
- Joemanji
- Power Gamer
- Posts: 9508
- Joined: Sat Jul 05, 2003 3:08 pm
- Location: ECBBL, London, England
Re: DE Help
Dodge
Pass or Leader
Kick
Pass or Leader
Kick
Reason: ''
*This post may have been made without the use of a hat.
-
- Emerging Star
- Posts: 442
- Joined: Thu Oct 08, 2009 3:11 pm
Re: DE Help
Just chiming in to say that, for a blitzer named "Silvio Berlusconi", Dodge and Sidestep are very appropriate skills.
Follow up with Fend, Dirty Player and Sneaky Git
Follow up with Fend, Dirty Player and Sneaky Git

Reason: ''
-
- Star Player
- Posts: 750
- Joined: Tue Oct 21, 2003 6:57 pm
Re: DE Help
Well the match against the dwarves went very well - the MB Witch scored 3 CAS and I scored 5 overall in route to a 2-0 win.
I had gone with
#1 Dodge
#5 Leader
#10 Kick
But now both my witches got a skill:
WE1:Block, MB, [Regular]
WE2:Rookie [6+5]
Next up for me is this Orc team
http://bbm.jcmag.fr/BloodBowlManager.We ... lang=en-US
I had gone with
#1 Dodge
#5 Leader
#10 Kick
But now both my witches got a skill:
WE1:Block, MB, [Regular]
WE2:Rookie [6+5]
Next up for me is this Orc team
http://bbm.jcmag.fr/BloodBowlManager.We ... lang=en-US
Reason: ''
- natsirtm
- Experienced
- Posts: 91
- Joined: Mon Jan 18, 2010 6:50 pm
- Location: Toronto
- Contact:
Re: DE Help
I tend to try and find a non lineman player for kick - as KOs & CAS mount, having a linemen with kick who you want to put on the line sucks.
Take the dodges, and if you don't go Sure Hands on the runner - maybe consider putting your kick there. Unlikely you will ever want to stick his AV7 on the line.
Take the dodges, and if you don't go Sure Hands on the runner - maybe consider putting your kick there. Unlikely you will ever want to stick his AV7 on the line.
Reason: ''
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: DE Help
I think it depends on how many positionals you run. My peak DE team has 7 linemen, 6 starting both ways, and only 5 positionals (1 Witch, 4 Blitzers). Not that I'd never take a second Witch or a Runner or an Assassin, but from a strategic perspective they're all strictly optional. In my book, the five I protect are the Witch, stats/doubles guys, and the best Blitzers beyond that.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- Super Star
- Posts: 779
- Joined: Tue Feb 12, 2013 4:05 pm
Re: DE Help
WE2: +Ag, and then leap and wrestleswilhelm73 wrote:Well the match against the dwarves went very well - the MB Witch scored 3 CAS and I scored 5 overall in route to a 2-0 win.
I had gone with
#1 Dodge
#5 Leader
#10 Kick
But now both my witches got a skill:
WE1:Block, MB, [Regular]
WE2:Rookie [6+5]
Next up for me is this Orc team
http://bbm.jcmag.fr/BloodBowlManager.We ... lang=en-US

Reason: ''
- Digger Goreman
- Legend
- Posts: 5000
- Joined: Sun Jun 25, 2006 3:30 am
- Location: Atlanta, GA., USA: Recruiting the Walking Dead for the Blood Bowl Zombie Nation
- Contact:
Re: DE Help
... can't find a 12-step program for chronic 'elfishness, huh?
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
-
- Star Player
- Posts: 750
- Joined: Tue Oct 21, 2003 6:57 pm
Re: DE Help
Ok so interesting choice here.
http://bbm.jcmag.fr/BloodBowlManager.We ... lang=en-US
The +AG Witch rolled double 1s.
Normally I would have taken either wrestle or block (hadn't made up my mind) but now...what?
So the most obvious choices would be MB (to take the double) or block/wrestle to keep her alive.
Outside the box choices would be guard or pass.
What do you think?
Note, I'll often use the runner as a receiver as once he gets the ball in the oppositions back field he is a pain. OTOH the runner gets passing skills as a normal roll and doesn't have frenzy (which you don't want on a ball carrier).
http://bbm.jcmag.fr/BloodBowlManager.We ... lang=en-US
The +AG Witch rolled double 1s.
Normally I would have taken either wrestle or block (hadn't made up my mind) but now...what?
So the most obvious choices would be MB (to take the double) or block/wrestle to keep her alive.
Outside the box choices would be guard or pass.
What do you think?
Note, I'll often use the runner as a receiver as once he gets the ball in the oppositions back field he is a pain. OTOH the runner gets passing skills as a normal roll and doesn't have frenzy (which you don't want on a ball carrier).
Reason: ''