Team of the week

Home of the Rolling Thunder League

Moderator: Area Leader

User avatar
Raveen
Moderator
Moderator
Posts: 2437
Joined: Thu Nov 15, 2012 12:59 pm
Location: Solihull
Contact:

Re: Team of the week

Postby Raveen » Fri Jun 07, 2013 2:18 pm

This week we continue with the theme and discuss the Chaos team!

Code: Select all

0-16   Beastman   60000   6   3   3   8   Horns   GSM   AP
0-4   Chaos Warrior   100000   5   4   3   9      GSM   AP
0-1   Minotaur, Chaos   150000   5   5   2   8   Loner, Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal   SM   GAP


I'll now pass over to Wyld, our resident expert :)
ImageImage

User avatar
Wyld Karde
Prolific Poster
Prolific Poster
Posts: 121
Joined: Sat Jan 12, 2013 1:29 pm
Location: Northamptonshire, UK

Re: Team of the week

Postby Wyld Karde » Sat Jun 08, 2013 2:10 pm

Well, what's to say that hasn't already been covered by match reports?

Chaos are definitely a slow starting team.  No skills at all among the players, and stuff gets expensive, too.  Skip the Minotaur when you're starting out, that money's better spent on re-rolls.  Take advantage of the Horns on your Beastmen and use them for your blitzes whenever possible.  Your earliest priority for level ups should be to get some ball handling skills 'cos that AG of 3 means you're going to flub a lot of pickups until you do.

Definitely leaning toward the bashy end of the scale, this is a team that excels at bludgeoning their opponents into the astrogranite.  That said, their universal mutation access means you can develop a chaos team pretty well any way you want.  The Astrogranite Apocalypse have a few Beastmen with the ability to elfball for those rare occasions when they face an opponent who can out-bash them, and I'm sure if I'd wanted to I could've gone much harder into the passing game.

In short; bashy and slow to start but with the potential to develop into a monstrous murder machine if you have the patience to stick with them.
-WK
Image

User avatar
Raveen
Moderator
Moderator
Posts: 2437
Joined: Thu Nov 15, 2012 12:59 pm
Location: Solihull
Contact:

Re: Team of the week

Postby Raveen » Sat Jun 08, 2013 9:01 pm

I don't know about elfball, but you're going to want your beastmen to be able to pick up the ball and run with it whilst everyone else fights for fun.

Wyld, what's your opinion of the claw, mighty blow, pile on combo? It's obviously effective but would you want more variety?
ImageImage

User avatar
Wyld Karde
Prolific Poster
Prolific Poster
Posts: 121
Joined: Sat Jan 12, 2013 1:29 pm
Location: Northamptonshire, UK

Re: Team of the week

Postby Wyld Karde » Sun Jun 09, 2013 11:18 pm

You can totally elfball if you so choose.  Sure, you need to get lucky dicerolls to properly unlock the skills, but if you're being smart and letting the CWs handle crowd control so your Beastmen can make the ball plays there'll be plenty of opportunities to spread the SPPs around and make level up rolls to get those lucky one or two who can pick up the passing and catching skills.  Given the Beastmen's mediocre AG it's probably not making the best use of the players, but it's certainly doable.

Claw, Mighty Blow and Piling On.  It's a classic combo for a reason.  Claw helps break armour, Mighty Blow can help that even further or be used to exacerbate the resulting injury roll, and if they fail you can knock your own player down to Pile On and have another crack at the armour.  If you want to take an opposing player off the pitch, perhaps permanently, this is the way to go.
That said, I've not really used it myself.  I use my CWs as a central wall of meat so I'm mainly interested in making them Blodgers, although I do pick up Claw if I don't get the lucky roll to get 'em access to Dodge.  The Beasties are my markers and ball handlers, so again I'm looking at Block and some ball friendly mutations.  I'd give it a go on the Minotaur if I can get one that actually levels up enough to get the combo.  But that's all just personal coaching style.  If you're building a team to be as brutal a murder machine as you can, the Claw, MB and PO combo is something you should be looking to get lots of.
-WK
Image

User avatar
Raveen
Moderator
Moderator
Posts: 2437
Joined: Thu Nov 15, 2012 12:59 pm
Location: Solihull
Contact:

Re: Team of the week

Postby Raveen » Fri Jun 14, 2013 7:42 am

And this week we'll be discussing the best team in Blood Bowl - The Humans!!!

Code: Select all

0-16   Line, Human   50000   6   3   3   8      G   ASP
0-4   Catcher, Human   70000   8   2   3   7   Catch, Dodge   GA   SP
0-2   Thrower, Human   70000   6   3   3   8   Sure Hands, Pass   GP   AS
0-4   Blitzer, Human   90000   7   3   3   8   Block   GS   AP
0-1   Ogre   140000   5   5   2   9   Loner, Bone-Head, Mighty Blow, Thick Skull, Throw Team-Mate   S   GAP

Genuinely this team is my first love in the the game and they can be awesome in their own way. I'll let you guys have a say and chime in later with my own views :)
ImageImage

User avatar
notjarvis
Very Prolific Poster
Very Prolific Poster
Posts: 871
Joined: Tue Dec 04, 2012 1:53 am
Location: Brum
Contact:

Re: Team of the week

Postby notjarvis » Fri Jun 14, 2013 9:50 am

I never really know how to go with Humans, they can be adapted to most games without really truly top-end excelling at any of them (They struggle to fully compete with the bashy game as they have no strength 4 players, like the orcs, and no AG4 means elves can run rings round you to an extent if you let them))

A bit like the Chaos pact, it's better to start with a rough idea how you want your team to develop before you start, and buy accordingly other wise you could end up with a hotch potch of skills/players that don;t really complement each other.

If you want a more Bashy human team - go for 4 blitzers and build the team around that.

Elf-ball specialist? 1-2 blitzers - 1-2 throwers and two catchers.

The ogre is only worth it to suck up a bit attention versus bashy teams, not sure he's worth it in this case.

Whenever I play them versus PC I struggle a bit to decide how to play....
<Remember to put something witty in here>

ImageImage

User avatar
Raveen
Moderator
Moderator
Posts: 2437
Joined: Thu Nov 15, 2012 12:59 pm
Location: Solihull
Contact:

Re: Team of the week

Postby Raveen » Tue Jun 18, 2013 9:32 am

Humans are the best team because they play to the weaknesses of the other side.

If you're facing a strong, slow team, elf ball them. Ok AG 3 is a bit poor but you have the skills to more than make up for that deficiency.

If you're facing a pass and run team, hit them with your blitzers and win the numbers battle due to decent armour.

If you're facing a fast team, keep up with them by using your catchers and blitzers in tandem.

The humans can go any which way so it's important to know when to do what.

I would always go for all the blitzers, you need the strength access to make up for the ST 3 with guard. One thrower is enough for me, he'll develop on rails most likely (accurate, nerves of steel, safe throw maybe, hail mary if you like, leader, block). Catchers are trickier. I'd say 2 or 3 personally. The ST 2 hurts them but they have excellent MA and start with dodge (and access to block). There's at least two development paths for the catchers: The receiver is going to want the AG skills and block, things like sidestep, diving catch (dovetails with hail mary ;) ) Nerves of steel on doubles. This guy is going to catch the ball and run it home. The other is the safety type, using their speed as a way to catch and take down running ball carriers. Skills like block, tackle, strip ball, dauntless possibly. Linemen are simple: Block, tackle and after that think about cutting them because of bloat.

The Ogre is an interesting case. I like to take him for the extra beefiness. Bonehead is a real PITA though, it's only 1:6 but you lose your tackle zones if you fail it which can open up a big hole in your front line of defence. It is nice to have a chance of that ST 5 fun though. I'd not bother with Juggernaut on the ogre, I'd rather hold out for a doubles roll and get block as I wouldn't be blitzing with him very often. He's more a stationary roadblock in my game plan.
ImageImage


Who is online

Users browsing this forum: No registered users and 1 guest