Thanx in advance
Eelco Schutter
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Share what you know. Learn what you don't.
Pete
P.S. An apothecary is ALWAYS a good investment.
Personaly I think skills like Sure Feet and Nerves of Steel are a waste of a
Skill Roll, because with a hitting team you don't need to sprint and why should
you ever need to pass the ball ???
PS: take a alchemist as soon as possible
cu
Dark Phoenix
Your point about Mighty Blow is well taken, tho'. I prefer guard because you
can gang up on opposing blockers with impunity. However, either one works,
so it's really a judgement call.
> Personaly I think skills like Sure Feet and Nerves of Steel are a waste of a
> Skill Roll, because with a hitting team you don't need to sprint and why should
> you ever need to pass the ball ???
> PS: take a alchemist as soon as possible
> cu
> Dark Phoenix
> Thanx in advance
> Eelco Schutter
Longbeards should get Guard first. After that, Stand Firm or Mighty Blow,
depending on your preference. Stand Firm will prevent your line from
bring pushed back, and given your lack of speed, getting pushed back is
obviously quite bad (and the not falling from failing a dodge allows you
to create great defensive structures when combined with Guard). Mighty
Blow's benefit should be obvious. Doubles should be spent on either Dodge
or Diving Tackle -- DT is better in my opinion, since you'll have a bunch
of Guarders to assist any DT, chances are you'll be rolling 2 block dice
and hit your enemy before he even gets a chance to hit you. It was
previously mentioned that Mighty Blow will earn your players SPPs faster
-- this is true and undeniable. The big question then becomes if you want
to win (Guard) or improve your team quickly (Mighty Blow). If the season
is longer, go with Mighty Blow before Guard; if the season is shorter or
your competition is fierce, get Guard. Summary: Mighty Blow/Guard,
(Guard/Mighty Blow), Stand Firm.
What you do with your Trollslayers is open to a little more
interpretation. I personally find that Multiple Block is excellent when
combined with Dauntless (which they already have) and lots of Longbeards
with Guard (since Dauntless gives you even strength, just 1 Guard gives
you 2 dice to roll), and Pro can help out with the occasional failed
Dauntless roll. Mighty Blow should also be a supreme choice, but given
that you're slow already, taking out multiple opponents to allow other
teammates to march downfield seems more important -- get it after
Multiple Block, but whether you want MB or Pro first is up to you. Good
Doubles skills for Trollslayers include Jump Up and Dodge. I'll just add
here that again, Diving Tackle is a badass skill to have and you'll always
want to consider it on a doubles roll. Summary: Multiple Block, Mighty Blow.
Your Blitzers should concentrate on dealing out the hurts. Mighty Blow
and Guard make excellent regular skills, and again, consider Dodge and
Diving Tackle for doubles (again, with DT getting my personal preference).
Summary: Mighty Blow, Guard.
Your Runners are going to be muy importante to your overall strategy,
since your grinding offence is so damn slow. Accurate is nice and good,
but who the hell are you gonna pass to? Get Block first (a must), then
Dump Off (since you're not gonna be throwing long passes anyway, Accurate
and Strong Arm are kinda useless in the beginning). After that, consider
Accurate and then Strong Arm. Good doubles skills should include Dodge,
Catch (to catch the Dump Off, silly! Keep your runners together -- if
they both have Catch and Dump Off, you're pretty much assured a TD, though
it may take 6 turns), and as always, Diving Tackle. DT here is especially
devastating, since you can DT a blitzing enemy (and assuming you don't
roll a SKULL), and if you fail (roll a POW/SKULL and they have Block, or
you Push them back and they have Sidestep), you can then Dump Off to a
waiting ally. Keep these guys away from the enemy -- make 'em blitz you.
Summary: Block, Dump Off, Accurate.
You'll notice that I never mentioned Pile On. Avoid this skill at all
costs. You're slow enough already, you don't need to be picking yourself
up off the ground every turn, or else you won't go anywhere.
If you're allowed allies, pick up a Catcher or two from a race that suits
you -- High Elves immediately come to mind (ST3), but any Catcher will do.
Keep them in the backfield until its time to score, and let them loose
when things look ripe. Obviously, these guys should have Block, Dodge,
and Catch before all other skills, then get 'em Diving Tackle to avoid the
retalitory blitz. That's why I recommend the High Elves -- ST3, AV8.
On defense, always keep men in the backfield. As your team progresses,
you may want to consider developing Defensive Specialist Longbeards, with
skills like Pass Block (always the first to get), and Strip Ball (nice to
have), or Frenzy (to make sure they're either in the crowd or on the
ground). And just 1 guy with Dirty Player, to teach 'em a lesson about
passing against Dwarves.
Anyway, thats the way I'd play it. I've been playing Bloodbowl since 2nd
edition, so thats a plus on my BB resume, but I almost always play Chaos
(thats a minus -- anybody can play Chaos in BB). I've only dabbled with
Orc teams and Dwarven teams, but I figure I have the Strength team
strategy down by now. Good Luck (unless you're in the OLBBL)!
S Peter Cordner
also known as
A/K/A, Coach of the Wasteland Juggernaut
http://www.ualberta.ca/~scordner/juggernaut.html