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General - General Tactics Questions

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  #1  
Old 2nd March 2010, 09:30 PM
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Default General Tactics Questions
Hi All,

Firstly apologies, if I ask any stupid questions, I'm only on my third game and still learning.

I have a load of questions I was hoping to get some answers to.

1. Can you re-roll a foul if you roll a double?
2. Is Fouling a player worth it?
3. Is it always advisable to set up only three on the line of scrimage, if so where should your players be placed?
4. If a thrower sits deep in his own half and the catchers make their way into your own half, which is the greater threat?
5. To slow a cage down my cousin used the following tactic on me. Basically leave one space between his players and my cage. Each of his players had a player directly behind them and they we spaced with a gap of two between them i.e

o o o o
o o o o

x x
x
x x

Is this the best set up or are there any better?

6. If I have a choice of which position to award my MVP points to, is there any particular order to do this.
7. If I have a strength advantage should I block one on one or should I send another player as support so that the next turn I don't get ganged up on?
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  #2  
Old 2nd March 2010, 10:49 PM
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Hi ! Welcome to Blood Bowl ! I can't answer all of your questions, but I can answer some. I put the numbers of the questions I give an answer to.

2- It depends of the fouler and the fouled. Usually, you foul highly valuable / dangerous players with disposable ones (for example, a zombie, a halfling, or a rookie human lineman - players with bad stats that are cheap and replaceable). It is better to foul when you have more players than the opponent, or when you have a good chance of getting rid of a player that is too much a threat. Fouling too much is more detrimental to you than to your opponent, so don't foul if it will bring more to him than to you.

3- Depends of if you kick or if you are being kicked at, and the strength of the two teams. It's usually only worth putting more than three disposable players on the line of scrimmage when you're sure your players won't get down (like four mummies for example).

4- If you can go for the ball carrier, do so. I would say the thrower is a bigger threat than the catchers, because you have to block either all the catchers to ensure they won't be a danger, or just the thrower (assuming he have the ball). However, it is not always possible to do so, so sometimes oyu have to do your best to block the catchers.


6- The ones who skill up slowly, ie those who have low agility and/or low movement, and so relies on casualties and the mvp to skill up.


That's it ! I hope this helps a bit, and hopefully more experienced people will answer you too
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  #3  
Old 3rd March 2010, 04:21 PM
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[QUOTE=Rav3n73;1021]Hi All,

Firstly apologies, if I ask any stupid questions, I'm only on my third game and still learning.

I have a load of questions I was hoping to get some answers to.

Quote:
Originally Posted by Rav3n73 View Post
1. Can you re-roll a foul if you roll a double?
No, the only way you can reroll an armour roll is with the Piling On skill, you can't use team rerolls, or reroll fouls in any way. If you want to try and avoid getting sent off you will need to have a bribe.
Quote:
Originally Posted by Rav3n73 View Post
2. Is Fouling a player worth it?
That depends on how much your player is worth compared to the player you are fouling.
Quote:
Originally Posted by Rav3n73 View Post
3. Is it always advisable to set up only three on the line of scrimage, if so where should your players be placed?
Yes only three because the other team can hit them, the more players you set up there, the more they can hit. Usually three in the middle works best but this can vary depending on circumstances.
Quote:
Originally Posted by Rav3n73 View Post
4. If a thrower sits deep in his own half and the catchers make their way into your own half, which is the greater threat?
Well the Thrower can't score the next turn but the Catchers can, so perhaps they are the bigger threat. Though if you can reach their Thrower and get the ball off him, then I would just mark the Catchers and attempt that. Experienced coaches aren't likely to leave their Thrower in range of your players that easily though.
Quote:
Originally Posted by Rav3n73 View Post
5. To slow a cage down my cousin used the following tactic on me. Basically leave one space between his players and my cage. Each of his players had a player directly behind them and they we spaced with a gap of two between them i.e

o o o o
o o o o

x x
x
x x

Is this the best set up or are there any better?
Yes that is a good idea, there will be more on this when the cage defending article is up.

Quote:
Originally Posted by Rav3n73 View Post
6. If I have a choice of which position to award my MVP points to, is there any particular order to do this.
I'd give it to a player who can gain a skill, in order of those you want to protect the most or those that skill up slowly. No point giving it to someone if there is another player on the team who will get a new skill if you give it to them though (there are exceptions but its a good guideline).
Quote:
Originally Posted by Rav3n73 View Post
7. If I have a strength advantage should I block one on one or should I send another player as support so that the next turn I don't get ganged up on?
If you have the advantage in strength then it makes sense to block them with two dice, you don't need any support to do that if you already have the advantage. Though if you don't have Block this is more risky, especially without a reroll, if a turnover would leave you in a really bad situation then don't do it.

I wouldn't worry about getting ganged up on either, if they are in isolation they are wasting more of their players trying to hit someone who is just strong rather than worrying about the ball.
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Old 5th March 2010, 08:29 AM
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Mighty blow, is it better to modify the armour roll or injury roll. I'd say Armour roll as you first need the player to fail his armour roll before you can even think about altering the injury roll.

Lee
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Old 5th March 2010, 08:46 AM
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Quote:
Originally Posted by Rav3n73 View Post
Mighty blow, is it better to modify the armour roll or injury roll. I'd say Armour roll as you first need the player to fail his armour roll before you can even think about altering the injury roll.
You choose AFTER you roll the dice. So if you do not need it to Break Armour you have it available for the Injury roll.

Your Player is AV 8, I knock them down and roll 7. Adding +1 makes 8 so fail.
I roll an 8, I add +1 making 9 and make an Injury roll.
I roll 9+, then I make an Injury roll with +1 from Mighty Blow.
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Old 5th March 2010, 11:03 AM
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Thanks for that just made Mighty Blow a lot more potent.

Of course I'll get Guard for my dwarfs first.
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  #7  
Old 9th March 2010, 02:00 PM
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Hi All,

How do you score a one turn touch down with a gutter runner. Even with sprint I can't cover the thirteen spaces needed.

Lee
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  #8  
Old 9th March 2010, 02:47 PM
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Several solutions to score a 1-turn TD with a gutter runner:
- get a "blitz" on the kick-off table (the offense gets a free turn for its non-marked players)
- use chain-pushes on the LoS to push a gutter runner 1 or more squares into the opponent's half (see Coach's article on the MV6 1 turn TD)
- get MV increases
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  #9  
Old 9th March 2010, 06:30 PM
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Quote:
Originally Posted by Rav3n73 View Post
2. Is Fouling a player worth it?
In addition to the above, a big factor is how many players you have. Gobbo/halfling teams can often have many cheap bench warmings. Foul away when you get the chance and replace those that get sent off.

Other teams can get some cheap dirty player linemen, and same basic deal there.
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  #10  
Old 10th March 2010, 01:11 PM
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Quote:
Originally Posted by Hasdrubal View Post
Several solutions to score a 1-turn TD with a gutter runner:
- get a "blitz" on the kick-off table (the offense gets a free turn for its non-marked players)
Think you may have things slightly muddled up here. You generally are looking to score a one turn touchdown when you are the team who is receiving. Blitz result on the kick off table gives the kicking team a free turn for their unmarked players. That would be the team defending not the offence as you said.

Also the ball lands after the Blitz turn has finished, so if you are the receiving team, nothing has changed from your side apart from now their defence isn't the same as when you set up.

If you are the kicking team, then you have to wait for the ball to land, so you can't pick it up and just run it in for a touchdown. You can then effectively score in your "one turn" but the receiving team will get their turn before yours, after your blitz turn finishes.

So the three ways to score a one turn are by:
-Throw Team Mate
-Movement increases and Sprint (or quick snap on kick off)
-Chain pushes (again made easier with quick snap)

The way to do this with move 6 players was linked above, so with Skaven who have 9 movement Gutter Runners this is much easier, especially if they have Side Step as well.
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