know your strengths... (if any?!!!?)

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Five Minute Lasters
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know your strengths... (if any?!!!?)

Post by Five Minute Lasters »

I have a goblin team and want to play with some different tactics than the usual ones, so i'd like to know my strengths and weaknesses (there ARE strengths, so don't give me ''there aren't any'' crap!). I already know the following but want to make sure I've got all:
adventages:
2 big guys (so concentrated block strength)
lots of players/re-rolls
secret weapons (so 'killalots')
dodgin masters

disadvantages:
stupid big guys (actually REALLY stupid big guys :wink: )
weak players
secret weapons (very untrustable)
no position player unless you count goblins as catchers
they excell at inaccurate throws
slow gaining spp (no injuries or completions)

Reason: ''
learning six languages(!) but still can't communicate with my trolls
Xtreme
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Post by Xtreme »

dodgin masters
Dodge, Dodge and then dodge some more. Don't let the other guys hit you. Take big chances try the risky plays what do you have to lose?

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sangraal
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Post by sangraal »

I made the mistake of going for the 1 guy with Hail Mary Pass &
6 guys with diving catch offence.

It doesnt work that well.

After 20 games I can play a pretty good TTM game, but in hindsight,
the three skills I would concentrate on are:

Catch
Diving Tackle
Sidestep

And play the hand-off game.

On defence, I postion a troll & a gobbo so that I can do a TTM to either
Blitz the ball carrier or, even better, pick it up & get a TD if the other
guy fails to pick it up...

Take Pass and Leader for the Trolls on doubles, ideally, you want one with
pass & Leader, the other one can take the bashy skills. Guard is
also good on a Troll as it stops the other Big Guys getting 3 dice Blocks
on your gobbos on the LoS.

A gobbo with strip ball can be a cage breaker, sure he has to dodge into
3 TZs to get there, but he does that on a 3+ with a re-roll as he is stunty.

sangraal

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crazylegs
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Post by crazylegs »

Gobbo Strengths:

1. With M6, dodge, stunty one of the most mobile teams in the game
(beware of teams w/lots of tackle though).
2. TTM is great for getting guys downfield, to disrupt offenses, and setup
up offensive TDs NEXT turn.
3. Your players cost 40K... they are easily replaced, so you don't have
to be all carefull with them.
4. Solid/Cheap starplayers.... 40K for a chainsaw or an Accurate bomber...
it's great to freeboot them, as you can easily have a 14 man roster with
a low TR, and you just keep freebooting these guys to keep it down, so
you get handicap rolls as well.
5. They are fun. (this is the most important) blood bowl is a game,
games are meant to be fun, I'd rather play with a team that I've got
to really work to be .500, than one that wins alot but is boring cause
your always doing the same thing.

Reason: ''
crazylegs
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Post by crazylegs »

Gobbo Strengths:

1. With M6, dodge, stunty one of the most mobile teams in the game
(beware of teams w/lots of tackle though).
2. TTM is great for getting guys downfield, to disrupt offenses, and setup
up offensive TDs NEXT turn.
3. Your players cost 40K... they are easily replaced, so you don't have
to be all carefull with them.
4. Solid/Cheap starplayers.... 40K for a chainsaw or an Accurate bomber...
it's great to freeboot them, as you can easily have a 14 man roster with
a low TR, and you just keep freebooting these guys to keep it down, so
you get handicap rolls as well.
5. They are fun. (this is the most important) blood bowl is a game,
games are meant to be fun, I'd rather play with a team that I've got
to really work to be .500, than one that wins alot but is boring cause
your always doing the same thing.

Reason: ''
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