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Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Phyresis posted:

ya you're one of the known necro vets itt, it was more of a general reiterating for the audience. as a veteran, how do you feel about the swa campaign structure compared to necro?

In some respects I like the streamlining. Doing away with Experience and levelling up a dude automatically feels like a good change, not just because of easier bookkeeping but because it allows support characters to level up even if they rarely kill people. It also encourages the use of the Merc/Hirelings/Special Operatives because in Necro these guys are expensive and end up hogging all the XP. However I think that levelling up (usually) just one guy is a bit slow and makes for a dull progression, seeing as the main reason I like these games is to see my fighters develop rather than pursuing some abstract and arbitrary victory condition. I'm looking at you, promethium caches. My recommendation here would be to say that you can level up D3 of your fighters, adding 1 to the roll for Orks and subtracting 1 for low model count lists like Harlequins and Grey Knights (yes, to a minimum of zero!)

I think the campaign economy, non-existent as it is, is a big weakness of the game. I see the rationale that military operatives in a war zone are going to be supplied by their own side and so a Necro style economy and trading post doesn't really make sense, but as I alluded to in a previous post I think this lack of options for spending your points will kill off enthusiasm for a campaign more quickly than anything else. I would suggest creating a master Equipment List which gathers everything together and applies 150 or 200% of the prices seen on each Faction's equipment lists. You can then buy poo poo not normally available to you at a massive markup. Clearly some factions should have restrictions on this, and you shouldn't make specialised Xeno equipment available in a campaign where that race is not playing, but this would give a bit more to do. Longer term I would also look at including some of the more esoteric gear from Necromunda that hasn't yet found it's way into SW.

Streamlined injuries are... hm. I'm not sure how I feel about these. I think it's clever to make MNG a thing and to remove the impact of of an injury on a fighter's long term career, but it feels a bit sterile currently. It also feels weird that any result other than 1 is a 'good' roll, as long as the MNG doesn't bone your plans completely. It also does make sense that by and large the forces taking part in SW have access to much better medical facilities than a bunch of Underhive gangbangers.

For some factions, getting 100-200 points per game is crucial (Orks need to keep their numbers up for instance) but for others it is difficult to make use of it (Grey Knights and, notoriously, Tyranids). I think maybe you should force players to spend their promethium in order to receive supplies, but not limit how much can be spent at a time (or say there is a cap of 3-400) so the option is there and you can manage your expenditure according to how you need to grow your team. This would necessitate tweaking the target promethium stock for campaign victory. You could also go the Mordheim route and make it so that cashing in more promethium at once gets you diminishing returns, maybe losing 25 points for each additional cache you turn in. Makes it very unattractive to cash in more than three at a time.

NB on that last point, I really like that any unspent points are wasted. Would align will with the idea of allowing you to spend multiple caches to get more points as well.

I really like the changes they have made to the core in-game ruleset, I think the -1 to Hit running models is great and 2D6 ammo rolls are neat. I think the game plays well on the tabletop even if it can feel quite painful without enough terrain. The promethium sprawl subplots are pretty hit and miss, and they disproportionately affect combat gangs over shooting, but it's a cool idea and other than minor alterations I wouldn't do a great deal to change that table.

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Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
The Black Gobbo is cool. I'm a little alarmed by the dwarf...

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Nebalebadingdong posted:

I just mean as an apparently decently designed fantasy skirmish game with list building.

Exactly. I tried to do a conversion once. It wouldn't be hard to do, I just ran out steam because, well, homebrew projects.

I think LOTR/Hobbit is an excellent ruleset. My only major complaint is that shooting is utter rubbish. I think a pinning mechanic that would make people hit but not injured by arrows move at half speed (or not at all) could solve that though.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I decided the Kroot need some SW:A love so I've started making a Tau Empire Auxiliaries faction.

Max fighters 15, with 3 specialists allowed.

Was thinking the following for fighter options, essentially using the 40k statlines from the codex as seems to be the standard for most of the factions:
Leader: Kroot Shaper
Trooper: Kroot Carnivore
Recruit: Kroot Hounds (functions like Chaos Cultists when promoting - eg. remains a Hound but can get new hound-only gear and advances)
Specialist: Vespid Stingwing

Was thinking about allowing ONE specialist to be a Krootox.

Skills access is pretty diverse:
Shaper gets all except shooting.
Carnivores get Ferocity, Muscle, Stealth.
Vespid get Shooting, Guerilla, Stealth, Agility.
Kroot Hounds get Ferocity, Agility, Stealth.

Krootox would just get Muscle, Ferocity?

I need some ideas for faction specific gear that they can get. So far I have the obvious Kroot equipment, a few bits of scavenged Tau gear, and the Vespid's neutron gun.

Hound Equipment is obviously all new. I thought they could get some armour, enhanced claws/beak, and maybe a grenade harness thing that detonates when the model goes Down.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
No Callidus! gently caress this gay earth.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Indolent Bastard posted:

The iconography on those is garbage. I really prefer the ones I made for Necromunda.

E: Found my old pics



As someone who owns a hundred and fifty or so of these things, can confirm that IB's counters are :krad:

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Nice. Glad it went a bit better for you. Heavy weapons are king and will always dominate the flow of the game, but their limitations on movement and positioning are their Achilles heel.

I know you'll have the right ideas with terrain but much like a sniper nest in infinity, you shouldn't build a table that allows a heavy more than about 20" clear LOS in any direction.

Otherwise you have to chip away at their other fighters, hide and move cautiously, try to force the overwatcher to take I tests for fleeting targets and so on.

If you roll any 'Any Skill' results then Stealth might be a good option to get potential infiltrators, divers, and evaders - not to mention the other handy skills on that table.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
You've got the right idea. Remember that with Rescue and Raid you can play sneaky sneaky catchy monkey until you are ready to launch the hammer blow. It's not hugely in character for the Goliaths but it's important to play to the scenario! Rescue/Raid is pretty weighted in the attackers' favour.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
The Raid (Rescue) is fairly heavily weighted in the attackers' favour - assuming average rolls for the starting gangs. I've seen plenty go either way but I would say it's worth the attempt. You gotta be patient and cautious, spend as much time as you can manoeuvring to get into a killer position before rushing the defenders in a coordinated strike.

Bounty Hunter auto capture is a dumb rule in my opinion though. Also I think it's silly that the bounty hunter captures all these guys and then just leaves them for the hiring gang to do whatever they like, he should be keeping them for the bounty/reward/whatever or at least take a huge chunk of any proceeds from ransom or selling them on.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Genghis Cohen posted:

Because none of my captive guys fully escaped (I cut them all free, but they didn't get off the board) we counted them all as recaptured and sold into slavery. Hope that's right?

No! Fighters that are freed escape even if they don't make it off the table. From the rulebook:

"A prisoner is rescued and free to move and fight once cut free by a friendly fighter."

"The game ends if all the captives and attackers are either down, taken out of action, or leave the table edge that they were deployed from. The game also ends if the attacker bottles out. ... [ details follow about bottle thresholds.]

"If all captives are rescued then the attackers win the game otherwise the defenders win. If any prisoners are not rescued then another escape attempt cannot be made and they may be sold to the guilders."

Sounds like the two more guys being captured by the bounty hunter will have been a lovely next situation to deal with, but you should have got your boys back.

So it probably would have been worth trying to keep them going. Your opponent definitely should not get the cash from selling them as slaves though, that's completely wrong.

Your bounty hunter loving friend needs to be punched in the dick, especially if he's going to gripe about his sentries in rescue scenarios because he'll be playing a lot of them. Wanker.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
That looks cooool. Might have to finally cave and buy in.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Jimmy4400nav posted:

For Skitarii kill teams, is it better to go specialist heavy with the plasma cavaliers/arc rifles early on, or should I be putting as many dudes on the board with galvanic rifles and radium carbines?

Also that arequebus looks sweet. How do sniper weapons tend to stack up? I love overwatching with snipers in Xcom, but is that viable in SW:A?

Snipers are pretty baller in my current meta, but they have their restrictions. Personally for Skitarii I would be taking a 60/40 split of Galvanic Rifles and Carbines, keeping the carbines as a front line picket that stays out of sight while the rifles plink away at the enemy's advance. Use the carbine boys to light up anyone who gets through.

As you free up some points get a special weapon in and slot it into the appropriate range group. I don't think the Sniper looks that good to me; it's range is excessive on a 4x4' table and it's got move or fire and is just a bit boring.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I like #1 better but mostly because it gives you something more fun to use. A team all equipped with the same two weapons just doesn't feel that enjoyable in my experience.

Having Recruits for your short ranged picket is fine I think, they will be less reliable due lower BS but hopefully your rifle guys will do most of the heavy lifting anyway. Besides with that Arc rifle there to back up the middle ground you should be well set up.

Keep the frontline guys hidden (and on overwatch ideally) doing their best to cover any routes in to your deployment area that your rifles can't cover, have the special weapon a little behind them on overwatch and well protected by cover.

Make use of the rifles' range. They will outrange most standard weapons but once the enemy closes their chances to hit fall a bit - that's what the carbines are for.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Thundercloud posted:

I would argue galvanic rifles can be semi snipers anyway.

Unless you are fighting a campaign against Grey Knights/Nids/Harlies/Necrons go with boys before toys.

Specialists are worth taking in the starting line up and upgrading the weapons later.

Aren't most specialists barred from taking their faction's basic weapons?

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Nifara posted:

Putting together my Genestealer cult team. Here's my provisional team:

Leader (120)
- autogun (20)
Heavy (70)
- grenade launcher (f&k) (125)
Heavy (70)
- grenade launcher (f&k) (125)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Initiate (50)
- autogun (20)

Does anyone have any suggestions or recommendations? I know stealers tend to get smushed, so I'm not expecting miracles. I just like the fluff too much not to run them.

I mean, it's 8 guys with rifles and a couple of grenadiers - there's not a lot of variety. I fear you'll find it pretty boring to play.

I would put a couple of shotguns in there for flexible mid range shooting, especially if you get any level ups to BS4 as a shotty at BS4 or better becomes a magical cover negating weapon.

You'll want to build a couple of CC models as your team needs some counterpunch. You'll always be fighting an uphill battle with GSC as most other factions have better combat options, but a couple of levelled and appropriately tooled up CC specialists should be able to overwhelm the hopefully weakened attackers who have made it past your autogun gauntlet.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
From a bottle test threshold point of view 9 and 10 are the same - you'll be testing once you lose three models for each as 1/4 isn't a round number. I doubt the additional body on the table will make a great deal of difference as your heavy stubber and grenadier will be the main heavy lifters early on.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Safety Factor posted:

I'm not fan of shotguns in space marine scout teams because a bolt pistol is 5 points more and just simply better.

For guardsmen? gently caress yeah. :black101: I've got two in my Catachan squad. If I were doing Cadian I'd totally go for that same kit.

Shotguns shine in Necro because of ignores cover so you can pin people who are well dug in. The fact that it's usually a 4+ to Wound as well is nice.

In Shadow War more enemies are T4 to begin with and more models are BS4 or have access to fancy gunsights etc. so Shotties are somewhat deprecated compared to what else is out there.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
If your general options are Autoguns, Lasguns, and the pistol versions thereof, Shotguns are a good choice as you get a degree of S4 shooting as well as the ignores cover shenanigans for Scatter. But if you have access to Boltguns or Bolt Pistols you probably have access to Red Dot sights and Photo Visors and you could build a beastly tacticool guy instead of your despie Underhive lowlife that can only hope to use a shotgun.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Lord_Hambrose posted:

Are you for real? In this thread, of all threads? :popeye:

:bang:

Edit: Also :orks:

Squibsy fucked around with this message at 13:02 on May 30, 2017

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

JcDent posted:

My experience is anecdotal, but in 7-8 campaign games I have never had a dude die. I won once and lost 4 times with chaos, and won twice while losing once with Inquisition. I was swimming in requisition, buying everyone all the upgrades. Meanwhile, I didn't have any memorable advancement rolls. So it feels like the game makes it too easy to get stuff while also lacking in post game options.

Agree. My club is following a tack of reducing the amount of automatic points you get and increasing the rate at which your guys advance.

Also adding flexibility for equipment choices (simply, you can buy gear from other factions' lists for 2x the price, also models that are restricted in their choices can go off their own list for 2x the price) as well to try to make things a bit less boring and one dimensional for Orks, Necrons, Dark Eldar etc.

Unfortunately I've tried to think of a fluff justification for Tyranids being able to go off book for their gear and I can't so my new rules pretty much embody * Except Tyranids.

Zaphod suggested stripping the fluff and rules apart from each other and allowing models to take eg. 'Lasgun equivalents' that get retconned into whatever fluff for your faction. Maybe. I certainly think my club would be pretty anti that idea even if I'm a little warm to possibility.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Yeah I'm still on the fence on this one. Like I say my club is full of fluff bunnies so they'd veto the whole project on that idea alone.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Macdeo Lurjtux posted:

The biggest downside is that, because of the licensing agreement, they can't just make generic dude models. Everyone has to be a character from the comics. It was apparently a several week back and forth to get the okay to include a zombified Ronnie model as a kickstarter exclusive.

Jesus, that's incredibly poo poo. I like to think I'd have torn up that contract and walked away but this is probably a mega cash cow for them.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
My club's BB crowd is preparing for its annual league. I think we're expecting approx 30 teams in the conferences, then seeded into the knockout phase. I'm going to play for the first time which is both scary and exciting. Maximum of 10 games if you end up in the final.

I've decided I'll be playing Amazons, as they are a rare sight in this BB community. I have the Willy Miniatures Zon team from their crowdfunder a few years ago and they are mostly nice models albeit rather cheesecakey.

Anyone got any playing tips for Amazons? I'm a very inexperienced BB player, especially on TT.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

The Sex Cannon posted:

I won my 6th game in a row in my league tonight. It was a really close one against Skaven. My opponent had 3 really costly snake eyes moments. If any one of them were reversed, he would have won or we would have tied.

Fortunately my team is sitting happily at 1510 TV atop the leaderboard.

Skaven are remarkably good at recovering position if they can manage to stay on the field. All that AV 7 makes it easy for them to spend a ton of time in the dugout, though. He had a 14-rat team, but by the end, he had 6 players in the dead and injured box.

I played my first game as Zons in my club's warm up league before the real thing starts in August. Had a great time by had 7 KO or injured by the end. Two -AV busts on AV7 players as well... :(

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Yeah, it feels a little harsh that Norse, which is a similar setup in some respects, what with a universal skill gimmick and low armour, gets all kinds of improvements to their positionals to be better at their role as well as a big guy and blocker type players. Zons feel left behind by the design committee and could do with some love.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
My understanding is that Death Zone Season 1 is basically mandatory as that contains the rules for running leagues with levelling up players and the like.

My group is less excited by Season 2 but some people really like it.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

berzerkmonkey posted:

Ehh, if you're just playing one-offs, you don't need DZ. If you plan on running a league at some point in the future, yeah, you'll need DZ, but it's not a required day one purchase. DZ2 is not necessary unless you are a more experienced player. If you're of a digital mindset, you can get DZ1 and 2 for $27. That's like buying DZ1 for the $20 retail, and getting DZ2 for $7.

http://www.warhammerdigital.com/more-games/blood-bowl

I literally think Blood Bowl is a pointless game unless you're playing it in a league.

Edit: My justification for this is the fact that there is a wide disparity between the teams: many of them are dreadful at the start and only become competitive upon levelling up a bit.

Squibsy fucked around with this message at 13:04 on Jul 10, 2017

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
There isn't a definitive Enforcer rule set. In my last campaign a guy ran Enforcers and they were pretty screwy in terms of balance. There are at least three different versions.

They are fun and cool but there's a reason they aren't in the Community Edition version of the game yet, which is that it's really hard to figure out how to balance them and make them still be fun.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
It is literally the rules of Necromunda with Vehicles bolted on and a campaign setting that revamped the Ork fluff into the mad max style hooligans of today.

Of course that's something of an oversimplification, because despite core mechanical similarities with Necro, GoMo has a very different metagame because of the comparatively much sparser terrain, much weaker shooting, and emphasis on combat and vehicle shenanigans.

GoMo is an extremely enjoyable game but is definitely showing its age with a number of weird or ambiguous rules. It's especially telling to switch to GoMo after playing Necromunda's Community Edition which has consistently tweaked and tinkered with the core Necro rules into a form that now works really well. Gorka is totally playable though.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Atlas Hugged posted:

Three rolls to determine damage followed up by three states after you run out of wounds, hit locations for vehicles and the tables that translates to. Plus melee is clumsy since it's the 2e system.

Mostly, this stuff is I think a strength. I like the granularity of a model being pinned, down, or out of action - I much prefer this kind of mechanic in a skirmish game than for example Kill Team where a model is either Alive or Dead. I like the 2e combat because it's decisive and brutal, and a satisfying mini game in itself with selection of weapons and skills etc. At the scale of this game, neither of these aspects really slows things down and they actually bring a lot to the game.

I agree however that the process of determining damage to vehicles is far too laborious and in general the protective effect of being on a vehicle is far too powerful as it seriously de-incentivises on-foot activity.

quote:

In the campaigns, some skills have questionable utility and random progression can mean you don't improve the way you want your warband to.

It's not that big of a deal though since you only have a few models per side.

This is definitely true. One of the most important developments in the Necromunda Community Edition is the improved balancing of skills and skill tables to (mostly) bring them into line with each other. Gorka's skills are very dated.

Easy to house rule the unpredictability though. Shadow War: Armageddon had a cool rule where you roll two dice on your chosen skill table when levelling up and select the result you prefer.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Something about the Escher models turns me off. Not sure what. I'm a big fan of the originals though so maybe it's just that they aren't a perfect reproduction.

Goliath dudes look cool though, like them a lot.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

muggins posted:

Isn't the turnover thing in bb like universally reviled? I've only played a few times but noped out when I rolled a one and lost my turn or some poo poo.

Good lord no. It's, like, critical to how the game plays and functions.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

glitchkrieg posted:

I had this in my league match game last night. No match report because we were really pushed for time.

I was playing my Necro against the top-of-the-conference Wood Elves. Important match, as if I lost then it's very unlikely I'd qualify for the play-offs. I kicked, and he played a slow game trying to stall against the 2-1 grind. He eventually scored in turn 7, giving me two turns to score. I get the ball to a Werewolf 10 squares from the end zone, and assemble a cage around him. His turn, he puts up a staggered wall in front, and blitzes one corner of my cage.

So, to stop the game from being a draw, I have to score, with some horrible dice rolls ahead. I blitz one part of his wall out of the way with my other Wolf, and then:

3+ Dodge out of a TZ, move some spaces, 4+ dodge into a TZ with 3+ dodge out of it, move and Go For It twice.

AG3 isn't good at dodging, and I ate a reroll in there somewhere - but it was a clutch play that meant the game was still interesting in the second half!

Final score was 2-1 to me, meaning I'm not second in the conference and in a good position for qualifying!

This is rad. Are you playing at WHGG? I played last night and had a storming result, 4-0 with my 'Zons against an Orc team. I almost felt bad by the end...

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Zark the Damned posted:

I guess the main issue is whether they release the rulebook separately. They didn't with BB but that game features a lot of stuff necessary to play it (pitches and range ruler mainly) - in Necromunda it's easy enough to get by with existing stuff (templates look to be the same ones from 3-7th ed 40k and most games clubs will have loads, the special dice look to be easily replaced by a chart, etc.).

This is how I feel basically. I've been frustrated by the fact that the Blood Bowl rulebook isn't available separately and I just forked over £20 to get one on eBay because I'm sick of asking people at the club about rules. I'm playing loads more now than ever before so I'm sure I'll get my :10bux::10bux: worth out it so I don't mind too much. I have no interest in either of the box teams so I really didn't need the rest.

Necro could go a similar way and that would be annoying. Hopefully they release rules separately. If they don't, however, it's not going to kill my interest in the game.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Shadin posted:

I'm not sure what the prices are across the pond, but they sell the Blood Bowl base rulebook here in EPUB for $7.99. The combo of base rulebook and Death Zone Season One digital is $14.99.

Well, I didn't know that, but I'm a Luddite when it comes to game rules and only want to use physical books.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

moths posted:

If this comes in as a $60 small box like Lost Patrol or Gangs of Commorough they will seriously make all the money.

This won't happen. Both of those boxes included old, poorly selling kits. Necromunda has two brand-new modern sprites in it and they will charge accordingly.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Any Blood Bowl players in London - My club's League organisers are arranging a one-day team Deathbowl tournament on 30th September. It's in Covent Garden at the London Wargaming Guild, £8 tickets, it's either bring a 4-coach team or come alone and join one of the other teams.

For those who've never played it, Deathbowl is a few hours of sheer insanity. Four Blood Bowl teams take to a special pitch at the same time and compete for two balls simultaneously.

It's as chaotic as it sounds and despite having the word tournament, it's intended to be a laugh rather than srs bizness.

If you think you'd like to come along, reply here or PM me and I'll hook you up with the organisers.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

glitchkrieg posted:

I've copypasted that onto my local league's page, and will be at the club tonight. I'm pretty sure I can find 3 other people. Do we just need a standard TV1000 team each?

Replied to your PM but for the benefit of any other interested folk - it's a TV 1100 team setup with a tier-based skills package on top of that.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Shadin posted:

Deathbowl sounds amazing and I'm super jealous.

Is good. Guessing you're too far away to come to London at the end of the month?

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Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
BBTactics.com has some very good articles and specific guides for each team and their players. It's probably the step beyond what you need however.

Which teams did you try? Certain teams are very much more suited to beginners. Humans and Orcs are the ones included in the boxed game for a reason, with both having strong features.

Orcs are the simpler of the two, with a playstyle that prefers grabbing and holding the ball while grinding up the pitch. If you try much fancy stuff like passing with them you're gonna have a bad time. Humans can have a go at all of the play styles depending on their opponents, but they aren't too well specialised from the outset for any of them.

Where a D6 roll is required for an action, the game gives you a probability of success. A general rule of thumb is to try to do you risk free and low-risk actions first in your turn so that if you fail on a trickier action you don't get a turnover before you have a chance for the rest of your team to do something.

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