I disagree on that statement. To make use of guard you want to stand next the opponents. Not exactly where you want your ball carrier.Jimmy Fantastic wrote:Guard is good for a ballcarrier.
Undead desicions
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Re: Undead desicions
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Re: Undead desicions
Amazingly enough not everything goes perfectly in every game of Bloodbowl.
People getting two players in contact with your ballcarrier happens, and having Guard helps a ton in that situation.
People getting two players in contact with your ballcarrier happens, and having Guard helps a ton in that situation.
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Re: Undead desicions
Why though? The player being hit (the ball carrier ) is not going to benefit from guard.
I ask this as a newish player and as a genuine question, not being facetious. From what I can tell, you want the guys accompanying the ball carrier to have guard while the ball carrier focusses on skills that affect the block result or help him handle the ball. From this perspective sure hands/side step seems more sensible to me.
I ask this as a newish player and as a genuine question, not being facetious. From what I can tell, you want the guys accompanying the ball carrier to have guard while the ball carrier focusses on skills that affect the block result or help him handle the ball. From this perspective sure hands/side step seems more sensible to me.
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Re: Undead desicions
The ballcarrier is rarely going to get hit directly. More likely is an attack on the cage corner/screen, then marking of the cage/ballcarrier. As much guard as possible helps when tshtf.
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Re: Undead desicions
To illustrate Johnny's point: the cage is attackedFold wrote:Why though? The player being hit (the ball carrier ) is not going to benefit from guard.
I ask this as a newish player and as a genuine question, not being facetious. From what I can tell, you want the guys accompanying the ball carrier to have guard while the ball carrier focusses on skills that affect the block result or help him handle the ball. From this perspective sure hands/side step seems more sensible to me.
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Re: Undead desicions
And here is an in-game example which happened today - https://fumbbl.com/FUMBBL.php?page=matc ... id=3575948
Turn 5 of the first half the orcs attacked my cage corner and if my ballcarrier had guard it would have freed up another player as I would not have had to move in a guarder to assist in the scrum.
Turn 5 of the first half the orcs attacked my cage corner and if my ballcarrier had guard it would have freed up another player as I would not have had to move in a guarder to assist in the scrum.
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Re: Undead desicions
-Ghoul: Guard, the reasons have been illustrated (i.e. lending an assist when your cage is sieged);
-Mummy: Dodge (then Break Tackle/Stand Firm, take your pick according to your gamestyle, both are valid skills, probably I'd take Break Tackle because it's not rare that a Mummy gets stuck in a fodder player's tacklezone and allows less predictable moves, not to mention cage breaking in desperate situations);
Tackle could be another option in place of Dodge assuming you play in a league with many blodgers, because Blodgers can bog down your Mummy when used as cage corner.
I'd take Dodge, personally.
-Mummy: Dodge (then Break Tackle/Stand Firm, take your pick according to your gamestyle, both are valid skills, probably I'd take Break Tackle because it's not rare that a Mummy gets stuck in a fodder player's tacklezone and allows less predictable moves, not to mention cage breaking in desperate situations);
Tackle could be another option in place of Dodge assuming you play in a league with many blodgers, because Blodgers can bog down your Mummy when used as cage corner.
I'd take Dodge, personally.
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Re: Undead desicions
hmm the Ghoul has Mighty Blow now. I dont recall actually making the choice and clicking the buttons, but went to save it this morning and there it is. One less choice to make.
Have chosen Dodge for the Mummy with the aim to be as annoying as possible. Hopefully he'll survive and gain more SPPs and get Break Tackle or get lucky again and get Sure Feet
Have chosen Dodge for the Mummy with the aim to be as annoying as possible. Hopefully he'll survive and gain more SPPs and get Break Tackle or get lucky again and get Sure Feet

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Re: Undead desicions
Never play undead so I'm not really qualified, but is/was Side-Step on the mummy an option? With Block and Guard already in place, reckon he'd be a nightmare if he ever got near the cage?
Although my initial though was dodge as that's one mummy which is rarely going down. And it would help with Break Tackle later on.
Although my initial though was dodge as that's one mummy which is rarely going down. And it would help with Break Tackle later on.
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Re: Undead desicions
It was an option as he rolled a double.Itchen Masack wrote:Never play undead so I'm not really qualified, but is/was Side-Step on the mummy an option? With Block and Guard already in place, reckon he'd be a nightmare if he ever got near the cage?
There's what I'm going forItchen Masack wrote:Although my initial though was dodge as that's one mummy which is rarely going down. And it would help with Break Tackle later on.

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Re: Undead desicions
I meant was it an option in your mind or indeed sensible for Undead play 

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Re: Undead desicions
It had crossed my mind. So many options, it's a shame I can only take one of them.Itchen Masack wrote:I meant was it an option in your mind or indeed sensible for Undead play
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Re: Undead desicions
I don't like SS on a Mummy.
He gets such bad normal rolls that using a double to replace one of his best normal rolls(SF) is very poor to me.
I would definitely take SF on him next so he can be an immovable roadblock. BT on a MA3 guy is not a big deal, but being uphill pushed away/otherwise outmaneuvered happens.
He gets such bad normal rolls that using a double to replace one of his best normal rolls(SF) is very poor to me.
I would definitely take SF on him next so he can be an immovable roadblock. BT on a MA3 guy is not a big deal, but being uphill pushed away/otherwise outmaneuvered happens.
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Re: Undead desicions
Dodge and Break Tackle are very good, you can dodge and reposition to reform a cage/half cage, I did that many times.Jimmy Fantastic wrote:I don't like SS on a Mummy.
He gets such bad normal rolls that using a double to replace one of his best normal rolls(SF) is very poor to me.
I would definitely take SF on him next so he can be an immovable roadblock. BT on a MA3 guy is not a big deal, but being uphill pushed away/otherwise outmaneuvered happens.
Without Dodge first I would opt for Stand Firm, though.
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Undead desicions
I would have suggested jump up on the mummy... Nothing scarier than a bad guy who won't stop coming back for more
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