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General General Tactics Questions

Discussion in 'League and Team Development Tactics' started by Rav3n73, Mar 2, 2010.

  1. Rav3n73

    Rav3n73 Member

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    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?
     
  2. Ancre

    Ancre Member

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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 :)
     
  3. Coach

    Coach Administrator Head Coach

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  4. Rav3n73

    Rav3n73 Member

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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
     
  5. Marlow

    Marlow Member

    Messages:
    56
    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. :)
     
  6. Rav3n73

    Rav3n73 Member

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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.
     
  7. Rav3n73

    Rav3n73 Member

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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
     
  8. Hasdrubal

    Hasdrubal New Member

    Messages:
    28
    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
     
  9. sunnyside

    sunnyside Member

    Messages:
    94
    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.
     
  10. Coach

    Coach Administrator Head Coach

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    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.
     
  11. Rav3n73

    Rav3n73 Member

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    Do teams get better in relation to others as they get more skills for their players?

    For example, tonight I'm playing Orcs against Amazon.

    The Amazon team looks pretty powerfull with Blitzers with both Dodge and Block, all their players have dodge, and they have Pass and Catch to start of with as well.

    My Orcs only have BlocK, Sure hands and Pass to start of with.

    Assuming both the Orcs and Amazons gain experience at the same rate, will my Orcs ever become a more accomplished team than the Amazons?
     
  12. Coach

    Coach Administrator Head Coach

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    Amazons biggest strength lies in the fact that they all start with Dodge. As teams get more developed you can counter this with Tackle.

    They are rather lacking in a lot of departments though, Stength, Agility, Speed, Armour. Take away their Dodge and they become a lot weaker.

    They aren't really fast enough to out manoeuvre Orcs and AG3 even with Dodge makes dodging horrible. If you do knock them over they can be hurt easily and you can out muscle them.

    That said once they get Guard on all their Blitzers they are still a pain to play against for quite a while. Block, Dodge, Guard and Stand Firm on 4 players is very useful.

    But the short answer is yes, Amazons get weaker the higher the team values, just like on the flip side Chaos get stronger the higher the TV.
     
  13. sunnyside

    sunnyside Member

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    94
    I play Norse, which generally are relatively worse the higher the TVs are. (I think I'm 7 out of 7 for TR100 games)

    I think Amazons are more of a midrange team, getting greater than average benifit from guard and (many) more blodgers. But initially and at high TV their lack of strength and/or fancy positionals really hurt them.

    And while AG3 dodging is still good and usefull, it will betray them, oh yes.
     
  14. Rav3n73

    Rav3n73 Member

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    Well I managed a draw last night against the Amazon's, taking out four of their players.

    Yeah, they did fumble their dodge rolls quite a few times. My Orcs also managed to rack up some SPP's. I got one on 2 SSP's, one on 5 SPP's and one on 7 SPP's, so i'll give him Mighty Blow.

    Lee
     
  15. Marlow

    Marlow Member

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    56
    I assume it is a Blitzer with 7 SPP's? Is he the first player to skill up? Mighty Blow will almost double your casualty rates against AV 7, however you still have to knock them down. I prefer starting with Frenzy or Guard to help the rest of the team and taking MB later.
     
  16. Rav3n73

    Rav3n73 Member

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    Yeah, sorry it was a blitzer with 7 SSP. I'm still new to Blood Bowl and decided to just follow one of the coaches builds "Killer / Crowd Push Orc Blitzer".

    The Orc's next game is against the dwarfs, but I'm still not decided yet on as to which team I'll be using.

    Lee
     
  17. Coach

    Coach Administrator Head Coach

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    Maybe I should have put it in the article but I think I'd get a more standard Guard build type before branching out into the more specialised builds. Can work the other way though you will find that one player may start to dominate all your Blitz actions.
     
  18. Rav3n73

    Rav3n73 Member

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    Anyone have any tips on how to move a cage down the field? I'm playing with the dwarfs next and I'd like to know how I can max out my movement of the cage foward.

    My opponent typically keeps one space infront with an additional player behind the first. This way I only get to blitz one player and I can only move my cage forawrd a maximum of two spaces, assuming I get a push back.

    Also we were discussing how to break cages/get at the middle man. We could only see using leap? As we thought we could only realistacally blitz the outer cage each turn.
     
  19. Coach

    Coach Administrator Head Coach

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    Its a complicated question with a big answer that I've been working on articles for.

    Until then though, don't bunch up your team too much, look to have players in advance of the cage so you can open space up to rebuild a secure cage further forward. Or be able to move the cage sideways and make him reform his defence further back in his own half in front of your new cage (you should be able to move it forward a bit). Don't panic, if you can get a lot of hits on his defence and have plenty of turns left, then even a couple of stuns can be really helpful.

    For defending a cage, I don't recommend trying to get into the cage it is a high risk tactic. You are better off just blitzing a corner of the cage away and then putting some players on the ball carrier. Or just getting all your players in front of the cage and making it hard for them to move forward.
     
  20. Rav3n73

    Rav3n73 Member

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    Which players should I use to make my cage.

    I was thinking a runner in the middle, with longbeards in the four corners. My Blitzers and Troll slayers could then try to move players out of the way or set up a cage further up the field of play.

    Lee