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GNU Order posted:
I don't know if it would make for a full post, but I've kinda been wondering about good general strategies for the opening formation and what sorts of guys you want to put on the line for punching and what sort of guys you want to put just back from the line etc.
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# ? Aug 14, 2014 01:14 |
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# ? Jun 9, 2024 14:54 |
GoatLord posted:I don't know if it would make for a full post, but I've kinda been wondering about good general strategies for the opening formation and what sorts of guys you want to put on the line for punching and what sort of guys you want to put just back from the line etc. This sounds like a good idea. I just kind of set up in a rough way I think makes sense, but I don't really have any strategy. Also, don't fire Dr. Wight. I don't care what else you do, but he needs to stay on the team.
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# ? Aug 14, 2014 01:15 |
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Save your money. You're very bloated on TV and that's going to get you in trouble down the line. 3 position players that are 1 CAS away from a level. Should be interesting to see how many get it next game. Here's hoping Flesh Gordon gets MVP next game so you can get some more Guard.
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# ? Aug 14, 2014 01:41 |
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GNU Order posted:2. Fire the Good Doctor (-AV ain't no thing) and buy a new Wight Fire Dr. Wight and buy a new one Name him Block Pride because Wight Power has gone unchecked for far too long.
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# ? Aug 14, 2014 01:44 |
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Victor Vermis posted:Fire Dr. Wight and buy a new one I was going to disagree because 7 AV is w/e but this name is way way too good to pass up, give us Block Pride.
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# ? Aug 14, 2014 01:47 |
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Save your money.
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# ? Aug 14, 2014 01:49 |
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Keep the Wight and Save your money. Yes, -AV really sucks and we probably should fire his rear end and get a new Wight, but lets all be Funhavers and keep him around for as long as possible. To quote a certain nostalgic CGI Disney film: I want him in the Games until he dies playing.
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# ? Aug 14, 2014 01:59 |
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GoatLord posted:I don't know if it would make for a full post, but I've kinda been wondering about good general strategies for the opening formation and what sorts of guys you want to put on the line for punching and what sort of guys you want to put just back from the line etc. Yeah, I'd love this as well.
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# ? Aug 14, 2014 02:09 |
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keep Dr Wight it's only -AV. I'd love to have ideas about other setups than the Cknoor standard. Also piling on Strats.
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# ? Aug 14, 2014 02:11 |
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I really want to Keep Dr Wight and save the cash for later But.... Victor Vermis posted:Fire Dr. Wight and buy a new one Is just so funny I won't even care if this is what happens.
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# ? Aug 14, 2014 02:15 |
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Veloxyll posted:keep Dr Wight it's only -AV. This. Also, GNU why do you hate our wolves?
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# ? Aug 14, 2014 02:27 |
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I would've totally taken the both down on the last turn. It's like a spitefoul on the niggled wolf.
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# ? Aug 14, 2014 02:33 |
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Keep Dr. Wight because -AV is probably the best injury to work with after a niggle. Save up for a rainy day otherwise PotatoManJack fucked around with this message at 02:45 on Aug 14, 2014 |
# ? Aug 14, 2014 02:38 |
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There is no freedom but through death! (That's a vote for keep and save in case that's not obvious)
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# ? Aug 14, 2014 03:22 |
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Looking back at that game, I can see that Pasco dodged a lot of bullets with Regen rolls, as in addition to that one Skeleton that got completely murdered, two of his other players rolled a Dead result on their Cas table but managed a regen to negate it. Had those rolls gone poorly, three of his guys would have been planted in the dirt facedown.
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# ? Aug 14, 2014 03:31 |
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Fire Dr. Wight and buy a new one Not an effort post, but for the question about who to put on the line of scrimmage. I imagine this is only a defense related question, and the answer is usually always this: Don't put anyone good on the line ever. They will get 2DB'd, and if they're good/valuable/or the other guys has poo poo linemen (like zombies) they will probably get gang fouled too. Even teams that aren't bashy will find a way to 2db your entire team on the line of scrimmage. I've had wood elves (with no tree) 2db a LoS of 4 saurus' and a Krox. Piling on Strats: I'm not a big proponent of piling on. I typically only take it as a very late skill on a claw+mb player. Like a single beastman on Chaos or Pestigore on Nurgle. I typically prefer to have my strength access guys on their feet and with guard on them. Thats just me though, your decision process may vary. But once the game is underway the decision when to pile on or not is important. A lot of the time you'll see coaches do it all the time, some may not even have the skill set to ask. This is a big gamble. Piling on every block might result in more CAS or KO's then otherwise, or it might not have any effect on the piled on rerolls, leaving players prone on the opponents turn for no gain. Typically, always piling on is bad, but it's hard to argue when the dice are hot and every PO turns into a KO or better. The rules I learned and go by have some pretty easy to follow If/Then rules to make your choice easy. Field Position Modifiers - If the player with PO is needed to mark a player after the block, Then don't PO. - If the PO is happening on the other side of the field from where the action is, Then go for it. The Core PO Situation Guidelines These all also assume your PO player has Mighty Blow - If you didn't break armor the first time, Then don't PO. Nothing worse than going prone and failing to break armor the first time. There is a little wiggle room for this if you also have Claw, because Claw + MB = Better than 50% chance of an armor break at least. Still, don't do this if - If you broke armor, but had to use MB on the armor break, Then probably don't PO. This is a close call, I error toward caution. - IF you broke armor and did not use MB on the armor roll, Then this is the prime time to PO. It is now a 2d6 reroll to get a 7+ to remove a player from the field. That is better than a 50% chance. (I think it's like 60%? but I don't remember dice odds so well) Do not PO KO's. (Unless you're being malicious on turn 16 or something like that) I find these to be very good guidelines to knowing when to PO and when not to. There are always a few little things to add into the above considerations. Like if you're going to PO a really valuable player on the other team that is making the game miserable for you, etc. Also keep in mind what GNU said in the video, PO makes your player prone, and prone players get fouled. Be sure your opponent won't foul your prone player, or protect his position with a player or two from your side. Also note that when you get frustrated at dice, elfbullshit, anything really, you will want to PO every block because you just need that sweet sweet revenge / stress releasing CAS. This is perfectly understandable and even I do it. Just try to see it coming and relax and stick the guidelines. Jade Star fucked around with this message at 07:26 on Aug 14, 2014 |
# ? Aug 14, 2014 07:24 |
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Why, exactly, are people voting to get rid of our Guard/Mighty Blow Wight for an injury that just makes him marginally more likely to get re-murdered again later? I'm not entirely sure I see the logic, especially as that would only leave us with Wight Power, who can't really fill the same role.
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# ? Aug 14, 2014 07:25 |
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Night10194 posted:Why, exactly, are people voting to get rid of our Guard/Mighty Blow Wight for an injury that just makes him marginally more likely to get re-murdered again later? I'm not entirely sure I see the logic, especially as that would only leave us with Wight Power, who can't really fill the same role. Because AV 7 makes him an
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# ? Aug 14, 2014 07:29 |
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Keep him.
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# ? Aug 14, 2014 07:32 |
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You bought cheerleaders and deserved everything.
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# ? Aug 14, 2014 07:46 |
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I'd also like some formations efforpost.Jade Star posted:Pile On I agree with the general approach, just a couple puntualizations. Most of these are situational. - Sometimes is better for a player to be lying down. If there is an opposing clawpomb player, sometimes it's better to be fouled than blocked. - Consider Piling On if the enemy is worth it, no matter the position. That +ST, +MV, Sidestepping blodger catcher has to go, NOW. - Always Pile On if the other coach is whining about it chat. I'd say that you should consider Piling On on KO'ed players if: a) It's the first half b) It's an important player c) Your opponent has Bloodweisr Babes For example, I'll almost always Pile On with a clawpomb player in the firt half against a lower TV team, because they usually get Bloodweiser Babes. That KO is coming back.
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# ? Aug 14, 2014 07:57 |
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Jade Star posted:The Core PO Situation Guidelines I think my favorite thing to see with piling on is coaches that put it on their big guys. Oh yeah, and fire the wight. There's no good reason to keep a perma who's only rolled normals. Brainamp fucked around with this message at 14:24 on Aug 14, 2014 |
# ? Aug 14, 2014 07:58 |
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Fat Samurai posted:I'd also like some formations efforpost. You overlooked the most important point - if it'd be funny. Though that is a subset of "if the other coach is whining about it in chat"
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# ? Aug 14, 2014 08:56 |
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My boy Pelvis Costello inducting fools into the Wrassle Zone I realize -AV on a Mighty Blow dude isn't much, but a name like Block Pride is too good.
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# ? Aug 14, 2014 09:36 |
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I honestly forgot that guy had useful skills, I just really hate the name "Dr. Wight". Guard players get punched. A lot. He's going to break your hearts. Ditch him now before he rolls doubles.
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# ? Aug 14, 2014 10:52 |
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Don't you dare fire the Doctor. Keep him and save our money Good job pulling back a tie from a sure loss. Again.
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# ? Aug 14, 2014 11:40 |
Clearly we need 3 assistant coaches to avoid the shameful situation of losing out on a reroll even with +2 FAME.
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# ? Aug 14, 2014 12:16 |
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Brainamp posted:I think my favorite thing to see with piling on is coaches that put it on their big guys. Aka the warpstone troll strategy. Big guy with clawpomb. The only problem? You're playing underworld. Fire Dr. White, get Block Power
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# ? Aug 14, 2014 16:34 |
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You can't fire Doctor Wight, if anything fire Wight Power because he's so loving useless and it's clearly rubbed off on the good doctor.
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# ? Aug 14, 2014 16:43 |
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Yorkshire Tea posted:Fire Dr. White Feinne posted:fire Wight Power https://www.youtube.com/watch?v=1Io0OQ2zPS4
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# ? Aug 14, 2014 16:51 |
gently caress it, fire Santos! Clearly, the reason the team is underperforming is because he's hogging all the awesome clutch moments, so we need to fire him that others can perform as well!
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# ? Aug 14, 2014 16:54 |
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I would like to point out that Santos and MacGruff failed the simple handoff that allowed the rest of the first half to go topsy-turvey. Clearly we should fire both of them.
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# ? Aug 14, 2014 17:01 |
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Fire Dr. Wight! We don't need more cripples on the team.
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# ? Aug 14, 2014 17:11 |
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Everyone dies on the pitch.
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# ? Aug 14, 2014 17:17 |
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Fire everyone except our savior; Flesh AAAaahh Gordon
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# ? Aug 14, 2014 18:00 |
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apostateCourier posted:Everyone dies on the pitch. In regards to Pile Awn chat, there are players, blodgers or Pombers as examples, that you often don't have a chance to get any armor rolls on at all. These players make it so that piling on them no matter the situation is advisable, regardless of if you've broken armor or not since you may not get another chance.
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# ? Aug 14, 2014 18:06 |
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Buy rear end Coaches
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# ? Aug 14, 2014 20:57 |
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Don't fire Dr. Wight. He can take it.
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# ? Aug 14, 2014 21:42 |
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Tallying the votes, ~24 hours until voting closes Save The Money - 12 Buy a new Wight (Block Pride), Fire Dr. Wight - 7 rear end Coaches (Please stop with this) - 2 Fire Wight Power - 1 I suppose I should have done a better job talking about the merits of keeping Dr. Wight vs firing him, as it pertains to teambuilding. Not necessarily because it will affect your votes, but because making the decision to fire or keep a crippled player is an important part of playing your own Blood Bowl teams. The case for keeping He's the only Guard player on the team and he's the only Block+MB player on the team (until Blitzer levels which will be real, real soon). Guard is really, really good on Wights and Flolems because it synergies really well with Wolf blitzing, and, as was demonstrated during the halfling match, Block+MB is very good at taking players out of the match. Dr. Wight's been on the team steadily collecting SPP for so long, and it will take us a while to pump SPP into a new player to get him back to that level. -AV only brings him down to AV7, which is the base AV for most teams. Once the Flolem(s) get guard they will be the central point of any big group fighting, and it's not like I'm going to toss Dr. Wight into a pile of death. It's an easy injury to play around that will more than likely have no effect on the rest of these LP matches. The case for firing -AV is not great on a player who is going to inevitably going to spend a lot of the time in the middle of a scrum. I've been playing fairly hands-off with my players because of how much bash I've been facing, but at some point Dr. Wight is going to have to wade in and start providing Guard assists, which makes him currently the prime target for counterattacking. Downgrading from AV8 to AV7 is one of the most significant drops in Armor Value because of the way odds work on a 2d6, and having a 7AV player be the focal point of your fights is really scary because he's a bit more likely to get knocked out of the match. Firing him now is like pulling teeth. It'll hurt for a while but ultimately it's for the best for the future of the team. Additionally, Dr. Wight's levels are only normals and they're super easy to get back again, given some time. Of course these are my own opinions and I'm sure some other Blood Bowl regulars will want to argue against both sides of this GNU Order fucked around with this message at 22:17 on Aug 14, 2014 |
# ? Aug 14, 2014 22:14 |
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# ? Jun 9, 2024 14:54 |
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I'll vote on firing him and buy a new one!
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# ? Aug 14, 2014 22:44 |