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Synthbuttrange
May 6, 2007

That's beautiful.

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Brainamp
Sep 4, 2011

More Zen than Zenyatta

Think I've seen that team before. Not the greatest player in the world that guy.

GNU Order
Feb 28, 2011

That's a paddlin'

He conceded T1 after i blitzed another dude and BH him

NiknudStunod
May 2, 2009

GNU Order posted:

What the hell is this?


what am I supposed to do with a defensive setup like this?



A: Fireball :getin:


Last time I used fireball it was targeting 4 of his players and my 1 player. Needless to say his guys avoided it while mine took it to the face and broke his neck.

NiknudStunod
May 2, 2009
Sinful Slaves of Slaanesh - Chaos -
Smoked Skulls - Chaos Dwarf -
Craufurd Marauders - Norse -
The Hungry Swedes - Halfling -
Pustules and Polyps - Nurgle -
Badrukk'z Bukkaneerz - Orc -
Heralds of Nonsense Kings - Khemri -
Blood Dragon Warriors - Vampire -
Bloody Oath - Vampire -


These are the teams I will be facing this season with my new Khemri team.

Carolus
Dec 21, 2009
Not blood bowl, but has anyone noticed "Mordheim – City of the Damned"? A game in development with permadeath, team development, multiplayer and it seems, quite substantial customisation options? Atleast according to this preview by RPS;

http://www.rockpapershotgun.com/2014/08/18/games-workshop-pc-mordheim-xcom/

Hopefully it will be good. Bad things would be only 4 different teams at launch (DLC anyone?) Couldnt find a thread on SA about it so this is the closest thing. :)

fool of sound
Oct 10, 2012

Carolus posted:

Not blood bowl, but has anyone noticed "Mordheim – City of the Damned"? A game in development with permadeath, team development, multiplayer and it seems, quite substantial customisation options? Atleast according to this preview by RPS;

http://www.rockpapershotgun.com/2014/08/18/games-workshop-pc-mordheim-xcom/

Hopefully it will be good. Bad things would be only 4 different teams at launch (DLC anyone?) Couldnt find a thread on SA about it so this is the closest thing. :)

There's the GW Specialist Games thread in TG that is following it, but yeah, we're all hoping it'll be good.

Victor Vermis
Dec 21, 2004


WOKE UP IN THE DESERT AGAIN
Even if it's crap I hope it makes enough money that, along with a successful run for Blood Bowl 2, some competent studio creates a perfect Necromunda video game.

E. Nesbit
Mar 18, 2009

Eat two dicks and call me in the morning.
Holy moly that'd be better than canoles.

Zakka
Apr 27, 2010
So after having a BB break for a couple of years (not that I played much before that) I decided to give this another go.
And after my third game i remember why I like this game. I played my 1050 Orc team versus a 1250 Nurgle team, and while I was a bit scared of the TV difference I decided to stock up on Bloodweiser Babes and one bribe (that I forgot to use).

So it was an even game and I tried to not let him bash me to pieces with his block/claw warriors. He scored a turn 8 goal and recieved in the second half. The second half turned into a bashfest (with no serious injuries except a killed rotter journeyman) but his pestigor with the ball manages to break out and he decides to stall on my TD line on his turn 15.

Luckily I manage to bash two blitzers free and blitz the pestigor so he's stunned but I decide not to pick up the ball. Instead I moved a blitzer I have on his half into scoring distance. His last turn he doesen't do anything, just making it hard for me to bash his dudes my last turn. Guess he thought these big, burly orc doesn't have a chance to pick up or pass the ball. So I do what I have to do. My last turn I take my blitzer, move him into passing position next to a Nurgle big guy with disturbing presence with my Blitzer in position just inside the passing range. Of course I roll a natural 6, my Blitzer catches the ball and scores a touchdown.

The chat after the game:
:v:: Ohmygod.
:v:: GG.
:mad:: Yeah what a bullshit match
:mad:: gently caress your mother.

Oh, I've missed you Blood Bowl :allears:

Should I get a troll on Orcs?
I have:
1 thrower.
4 BO's.
4 blitzers
2 lineorcs.

Like, is it clearly advantageous with a big, unreliable guy on a already bashy team?

Zakka fucked around with this message at 21:24 on Aug 23, 2014

fool of sound
Oct 10, 2012

Zakka posted:

Like, is it clearly advantageous with a big, unreliable guy on a already bashy team?

No. The only teams that 'should' take big guys (Str 5+ w/ negatraits) are teams that lack Str 4+ positionals. that being said, big guys are fun so run one if you want.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver

fool_of_sound posted:

No. The only teams that 'should' take big guys (Str 5+ w/ negatraits) are teams that lack Str 4+ positionals. that being said, big guys are fun so run one if you want.
Trolls are one of the best big guys if properly utilized though, they have regen so you don't have to worry about getting them killed so much and if you keep teammates around them they make great blockers. If you play them badly they're a great way to gently caress up a strategy though because they'll go stupid and make a giant hole in your defense right at the worst time.

NiknudStunod
May 2, 2009

JT Jag posted:

Trolls are one of the best big guys if properly utilized though, they have regen so you don't have to worry about getting them killed so much and if you keep teammates around them they make great blockers. If you play them badly they're a great way to gently caress up a strategy though because they'll go stupid and make a giant hole in your defense right at the worst time.

The only time you take a troll is when you are playing a goblin team. The best big guy that has a negative trait is the Bloodthirster. The stats amazing (ma6 st5 ag1 av9) that also comes with horns, claw, frenzy, juggernaut and regeneration ( I think these are it's starting skills). Once you level up you take break tackle and there is almost no cage safe from you. Take Mighty blow at level 2 and you will be a spp machine.

E. Nesbit
Mar 18, 2009

Eat two dicks and call me in the morning.
Trolls on an orc team are fine. Get them guard and stand firm and stick them on the line. Just be very, very careful about when you want to do anything with them.

Blinks77
Feb 15, 2012

Victor Vermis posted:

Even if it's crap I hope it makes enough money that, along with a successful run for Blood Bowl 2, some competent studio creates a perfect Necromunda video game.

I would do awful things for a good Gothic game as well.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Moving from a well developed (TV 1800) Chaos team to a brand new Khemri team is painful. It didn't help that I threw about 10 2db blocks without a single downed player.

I have no idea on how to defend with these guys. Any tips?

Synthbuttrange
May 6, 2007

Jam up the opposing team's advance with the fallen bodies of skeletons, try murder them with mummies before they all run away. Have a skeleton or two hanging around in your rear to tackle anyone trying to come through. Other than that expect your mummies to lie down a lot til you get block.

Leperflesh
May 17, 2007

Fat Samurai posted:

Moving from a well developed (TV 1800) Chaos team to a brand new Khemri team is painful. It didn't help that I threw about 10 2db blocks without a single downed player.

I have no idea on how to defend with these guys. Any tips?

Don't put your TGs on the line when it's your opponent's drive. They're too immobile: your opponent can just tie them up with linemen. Instead, line up three skeletons and place your four TGs two or three squares back.

Play a deep zone defense, with your blitz-ras and thro-ras in the backfield. They can only move six so you need to position them in such a way that when your opponent runs catchers or carriers into your backfield you have several blitz options.

Ultimately though, TKs are not going to stop an effective passing team from scoring. In this case you want to force an opponent to score quickly, so you can go for a 2-1 grind. In the mean-time, focus on trying to injure the skill players on their team.

Khemri is not a good team so you can't expect to win as often as you have been with chaos. Brand new khemri is especially bad until you can get some block and guard onto the team.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Leperflesh posted:

Khemri is not a good team

But I like their naming gimmick with ridiculous action hero names from the 80s. Max Gatling and John Luger should be able to take a punch! :(

Victor Vermis
Dec 21, 2004


WOKE UP IN THE DESERT AGAIN
I think I didn't ever really have any interest in playing Elf ball until I played 30 or so games with a Khemri team. An Agi4 team's ability to disengage and reset their front is ridiculously overpowered against a team as slow as Khemri. If the elfy team doesn't fail their dodges and/or Khemri isn't able to take enough of the elves out in the few punches that they are allowed to throw, kiss any hope of a TD goodbye.

This is why Elves should always kick vs. slow, punchy teams, FYI. Attrition will prevent you from playing proper defense in the 2nd half.

NiknudStunod
May 2, 2009

Fat Samurai posted:

Moving from a well developed (TV 1800) Chaos team to a brand new Khemri team is painful. It didn't help that I threw about 10 2db blocks without a single downed player.

I have no idea on how to defend with these guys. Any tips?

I have played a lot of khemri over the last 2 years and the only advice I can give you is get the other teams players off the pitch. If this is just a short term team I would say get mighty blow on all of your TGs before guard. Might blow will speed up your tgs development faster then anything else. Take block whenever you roll a double even before mighty blow. Get dirty player on a couple of skeletons and use them to foul. I have dirty player and sneaky git on a skeleton on my practice team and he takes people off the pitch more then my tgs do. If they do get the ball past you and you can't stop them don't try to. At this point you want to focus on fouling them and making them pay. I promise you that if you have some of their star players on the ground they are not going to delay and if they do they will probably regret it. I have a few screen shots a page or 2 back that shows my khemri team fouling again and again.

Leperflesh
May 17, 2007

NiknudStunod posted:

I have played a lot of khemri over the last 2 years and the only advice I can give you is get the other teams players off the pitch. If this is just a short term team I would say get mighty blow on all of your TGs before guard. Might blow will speed up your tgs development faster then anything else. Take block whenever you roll a double even before mighty blow. Get dirty player on a couple of skeletons and use them to foul. I have dirty player and sneaky git on a skeleton on my practice team and he takes people off the pitch more then my tgs do. If they do get the ball past you and you can't stop them don't try to. At this point you want to focus on fouling them and making them pay. I promise you that if you have some of their star players on the ground they are not going to delay and if they do they will probably regret it. I have a few screen shots a page or 2 back that shows my khemri team fouling again and again.

I agree 100% with all of this, but I'll just add that a really skilled elf/skaven player is going to win anyway like 80% of the time. If they understand that their job is to dodge away from your guys so that you can only blitz one of their players per turn, and if they have dodge/block on a lot of their players to keep from getting knocked down easily, you're just unlikely to be able to attrit their team to the point they can't score. Particularly since elves/skaven can score with like five dudes left on the pitch.

The best way to win those games is to start with the ball, use up the whole half grinding out a 1-point score in turn 8, keep them from scoring on their turn 8, let them score early in the second half, and then grind out a second point through the rest of the second half. And you'll succeed at this like 30% of the time, if your opponent knows what they're doing.

I love Khemri and play them anyway, of course, but they just don't have the tools (at least at low TV) to deal effectively with a really good elfy player who knows how to play keep-away.

Jarvisi
Apr 17, 2001

Green is still best.
I just won 3-0 as a Khemri team vs a Khorne team with no rerolls, it was confusing to say the least. It was a pretty nice game to play after a year or so of no bloodbowl though!

Coolguye
Jul 6, 2011

Required by his programming!

Victor Vermis posted:

This is why Elves should always kick vs. slow, punchy teams, FYI. Attrition will prevent you from playing proper defense in the 2nd half.
I often choose to kick regardless of the team I'm playing for this reason entirely, to be honest. It is far easier to attack with 10 (or fewer) players than it is to defend with 10 or fewer players, simply because you inherently control the action. That said, I'll often choose to receive if I'm against Dwarves (especially if the hitlers have a Deathroller) or Goblins, since hurrying a goal to get Secret Weapons kicked off is a Good Thing.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Coolguye posted:

I often choose to kick regardless of the team I'm playing for this reason entirely, to be honest. It is far easier to attack with 10 (or fewer) players than it is to defend with 10 or fewer players, simply because you inherently control the action. That said, I'll often choose to receive if I'm against Dwarves (especially if the hitlers have a Deathroller) or Goblins, since hurrying a goal to get Secret Weapons kicked off is a Good Thing.

I usually find that the other guy ragequits right after you score and the referee takes away their toys, so in this instance scoring = winning.

Also, I'm finding defending with DE ridiculously easy, both against bashy and elfy teams*. The combination of high speed and mobility, kick, and the ability to punch somewhat regularly is amazing. It seems that random Cyanyde players aren't used to facing a non-bashy, high TV team either.

*What I mean to say with this is that sometimes I manage to recover the ball.

NiknudStunod
May 2, 2009

Coolguye posted:

I often choose to kick regardless of the team I'm playing for this reason entirely, to be honest. It is far easier to attack with 10 (or fewer) players than it is to defend with 10 or fewer players, simply because you inherently control the action. That said, I'll often choose to receive if I'm against Dwarves (especially if the hitlers have a Deathroller) or Goblins, since hurrying a goal to get Secret Weapons kicked off is a Good Thing.

If you are playing a bash team you always want to receive. While scoring is still the main goal the way bash teams do it is much different then dodge teams. As I explained above you need to knock their players off the pitch so your cage has a easier time advancing up the field and when you receive you will get at least 4 tackle attempts with your team. The next step is to mark players with your expendable linemen, for khemri that would be skeletons. Put them in positions where they either tie up important player like black orcs/chaos warriors or are forcing dodgy players to make multiple dodges to escape.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

NiknudStunod posted:

If you are playing a bash team you always want to receive. While scoring is still the main goal the way bash teams do it is much different then dodge teams. As I explained above you need to knock their players off the pitch so your cage has a easier time advancing up the field and when you receive you will get at least 4 tackle attempts with your team. The next step is to mark players with your expendable linemen, for khemri that would be skeletons. Put them in positions where they either tie up important player like black orcs/chaos warriors or are forcing dodgy players to make multiple dodges to escape.

This tends to work at low TV but it breaks down when you're up against semi-decent 1TT potential. Even if you hog the ball for 8 turns (not a guarantee), there's a decent chance that when you score and kick on turn 8 they'll one-turn it to tie the game, then second half they receive and score with elf bullshit. By this point they'll be looking pretty beaten down and you can probably equalize the score pretty easily, but you have to score two unanswered TDs in 6-7 turns or less to win from this position.

If the injury dice break your way it will work, but that goes true of literally any strategy. The more reliable route is to kick first for the standard 2-1 grind--if you score on turn 8 after they receive, they don't have a chance to answer it and you immediately get the ball again for the 2nd half. By the time you have to score and transfer possession on turn 16, you've had an extra 8 turns to bleed them and their 1TT chances are looking a lot more scanty.

ZigZag
Aug 1, 2004

Good reactions etc..

NiknudStunod posted:

If you are playing a bash team you always want to receive. While scoring is still the main goal the way bash teams do it is much different then dodge teams. As I explained above you need to knock their players off the pitch so your cage has a easier time advancing up the field and when you receive you will get at least 4 tackle attempts with your team. The next step is to mark players with your expendable linemen, for khemri that would be skeletons. Put them in positions where they either tie up important player like black orcs/chaos warriors or are forcing dodgy players to make multiple dodges to escape.

No! you always kick, unless the other team fields 4+ claw POMB players, you always kick as a bash team. Using 5 players for a cage severly limits the amount of damage you can dish out on offense. Kicking is a huge advantage for a bash team and should never be given away.

NiknudStunod
May 2, 2009

ZigZag posted:

No! you always kick, unless the other team fields 4+ claw POMB players, you always kick as a bash team. Using 5 players for a cage severly limits the amount of damage you can dish out on offense. Kicking is a huge advantage for a bash team and should never be given away.

I disagree but then I only really play khemri and the fact that they are so slow and the lack of block is there biggest draw back. You are either going to be trying your hardest to out position them or picking yourself off the pitch.

Victor Vermis
Dec 21, 2004


WOKE UP IN THE DESERT AGAIN
Cyanide sucks. Might be hard to follow what's going on here, so have an explanation:

Orc dodges, succeeds, fails GFI, falls down, and then the +3 bonus from the chainsaw belonging to a player in an adjacent square is added to the armour roll.

Armour breaks. Orc dies.

LOL.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
I think they might be correct, from a quirk in the way blitzes, GFIs and chainsaws work.

1. The guy declares he is blocking the chainsaw guy as part of his blitz. From this point on, he is blocking.
2. The Blitz block costs him a point of movement, that he doesn't have, so he GFIs, fails and is knocked down.
3. Ordinarily this would result in the usual armour roll and and turnover, but the chainsaw rules state "If an opponent knocks himself over when blocking the chainsaw player then add 3 to his armour roll" (emphasis mine). The block dice have not been rolled, but a block was declared, the GFI failure just got in there first.
4. +3 to the roll, dead ork.

Somewhat dumb, but follows the rules.

goatface fucked around with this message at 21:08 on Aug 26, 2014

Leperflesh
May 17, 2007

I don't think #1 is right. You have to declare your blitz, but not your target, and you are not "blocking" until you finish the blitz. For example, suppose I declare a blitz but need one GFI before I'll be in contact with my target player. However while dodging halfway through my movement I'm forced to use my team reroll. Now I decide not to GFI at the end. I've still used up my blitz, but I have never performed a block. At no time during that procedure should my guy be considered to be blocking.

In this specific case, the player happened to be next to his intended target when he fell over, but he was not required to declare who that target was, nor was he actually blocking yet.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
He has to have declared the block for the GFI to be called for. He has movement up until that square, and he ends his animation looking directly at the chainsaw guy. He's thrown the block.

edit - if he was moving anywhere else, it would have been another dodge.

Victor Vermis
Dec 21, 2004


WOKE UP IN THE DESERT AGAIN

Leperflesh posted:

I don't think #1 is right. You have to declare your blitz, but not your target, and you are not "blocking" until you finish the blitz. For example, suppose I declare a blitz but need one GFI before I'll be in contact with my target player. However while dodging halfway through my movement I'm forced to use my team reroll. Now I decide not to GFI at the end. I've still used up my blitz, but I have never performed a block. At no time during that procedure should my guy be considered to be blocking.

In this specific case, the player happened to be next to his intended target when he fell over, but he was not required to declare who that target was, nor was he actually blocking yet.

The GFI was to throw a block, though. He arrived in the square safely, as it was still within his movement.

I have no idea if the chainsaw being applied on anything other than an attack, a foul, or rolling Attacker Down (for the blocker) jives with the rules, but it's an interesting point to bring up, Goatface.

Leperflesh
May 17, 2007

Oh OK, so the failed GFI was the movement point you have to use to make the block at the end of the blitz. In that case, yeah, the chainsaw guy I think does get to affect the armor roll.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Whatever interpretation of the rules results in more orcs dying is clearly the correct one.

NiknudStunod
May 2, 2009

Gabriel Pope posted:

Whatever interpretation of the rules results in more orcs dying is clearly the correct one.

The only thing I like to see more then orcs dying is dwarfs dying.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

NiknudStunod posted:

The only thing I like to see more then orcs dying is dwarfs dying.

Obviously when an orc fails a GFI while blitzing a chainsaw, the goblin should get +3 on an armor roll against a random unrelated dwarf

NiknudStunod
May 2, 2009

Gabriel Pope posted:

Obviously when an orc fails a GFI while blitzing a chainsaw, the goblin should get +3 on an armor roll against a random unrelated dwarf

I don't know what you are implying really. You said you like to see orcs dying and all I was saying was I like orcs dying as well almost as much as dwarfs dying.

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Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

NiknudStunod posted:

I don't know what you are implying really. You said you like to see orcs dying and all I was saying was I like orcs dying as well almost as much as dwarfs dying.

He's implying that All Dofs Must Die

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