|
Post by Paul Waters on Jan 13, 2014 14:58:09 GMT
With a new league about to kick off I thought document how a novice player and team developed through the tournament. Firstly I had to pick a team. With so many projects on the go at once I decided it needed to be from the box set so either the Corporation or the Marauders. Having played Orcs in Blood Bowl many years ago I thought I'd give the Marauders a run out. After borrowing some miniatures and being given an overview if the rules I played a friendly match against a dwarf team. What was I expecting from this match - nothing subtle, a straight up slug fest. I was expecting lots of damage from the guards and that the goblin jacks were there to make up the numbers. What did I get - a slug fest! The Orc guards did everything I was expecting of them and the jacks performed better than I had expected scoring twice to give me a 4-0 win. What did I learn - the marauders are unlikely to ever win 7-0 and it will all be about grinding opponents down. coaching dice and cards can make the difference in a game. It's impossible to defend everywhere at once and that was against one if the slowest teams. I'm concerned how it will be against a fast team with lots if strikers! What next - I need to think about the best way if spending the credits at the beginning of the league. Coaching dice would give the jacks a better chance of pulling of a big play but the cards give more flexibility.
|
|
|
Post by Paul Waters on Jan 16, 2014 15:39:59 GMT
So how do I spend the 20mc for the league start. It was a difficult decision with only 1 game under my belt and not having read all of the rules. Should I spend it all or save some incase of emergency. Not having seen how "permanent" death is and how much income the team is likely to generate I thought it would be best to keep some spare change in the bank.
Having thought about the benefits of cards vs dice I felt that another coaching dice would be a good investement as scoring is hard for the Marauders so the extra dice might just make that /4 point score possible. I felt that the potential extra move for the card would be a benefit but it could be wasted if it was striker only.
The card option was tempting and I think I found another source. The team has horde an offensive coach. Not 100% on the rules but what I could find out was that it gives you the chance each rush to let one player take three actions. This could help make up for the Goblin Jacks lack of movement/actions and should allow them to get in better scoring positions and if all else fails another Orx Guard slamming will never be wasted.
So 8mc for the coach, 6mc for the dice left 6mc in the bank to spend later. Is it a waste leaving money in the bank where I could have another coaching dice? I dont know but look forward to finding out.
|
|
|
Post by danstrahleo on Jan 16, 2014 16:04:22 GMT
Great call - on your roster you will need to make it clear you bought an Offensive Assistant Coach - they all specialise in different parts but gain bonuses if you use them for what they are assigned too - the rules (like with all DB) are pretty straight forward for coaches too! You declare defense, offense or coaching actions - make a dice roll and maybe get a bonus each rush. Looking forward to see how this one works for you!
|
|
|
Post by Lew - Drake on Jan 27, 2014 13:50:46 GMT
Humm making me think might have to get a coach as well??
Just to add into this. I was lucky enough to win a team during the club raffle and as I had just finished having a intro game with the Female corperate team. So as they where one of only three teams left I took this as a sign and picked them up.
Then after a read through the of the rules I found a team that was great at interfering literally in the other teams turn great but then I found out they got no cards instead getting loads of coach dice.
So with my 20MC did I pick up 2 cards or did I save it to reserect someone who might die.
I then played two freindlies?? against the brothers in genes before the league started and quickly saw another gaurd would be of help as I only started with one and could be gauranted that she would be a prime target of other teams especially the brawlers. So decided I brought a second gaurd and during the games I found out just how useful cards could be so I plugged for a card.
1* Gaurd = 10MC / 1* Card = 10MC Total: 20MC
I then played my first league game against now very familar openents the Brothers in Genes and scored a 7/0 Landslide where both buys came in very useful but I also saw the cost of the game with the Brothers losing a player it makes me wonder wo I hold onto my winnings to cover Resurrection charges what is likely if I face a brawler or do I pick a coach to help boast my play what could also be helpful given some of the teams out there??
I have realised my team is a jack of all trades team swapping styles deppending on who they face. Being the brawlers when they face a passing or swift team and then moving to a passing game when they themselves face a brawling team.
This week looks like a few teams will be down to play so it maybe all decided for me by who I end facing as to what I purchase or don't as the case maybe.
|
|
|
Post by Paul Waters on Jan 27, 2014 14:43:00 GMT
I think it depends on how much it costs to replace a player. I have kept some money back as I know if I was to lose an Orx Guard early on in the league and am unable to replace I think it would then be a downward spiral, as I would get smashed around more in the next match. The coaches look good value for money but there are downsides. I went for an offensive coach to boost the chance of allowing a player to take 3 actions in a turn - the downside is that 3 of the 5 actions will be on one player giving only 2 actions to spread out between the other 5 players, It will be a risk having most of the team standing round doing nothing. Its going to be an interesting challenge to find the right balance.
If there is time on Thursday would like to give my new team a run out as they have some interesting rules to try.
|
|
|
Post by danstrahleo on Jan 27, 2014 20:14:38 GMT
Cool - yep it's tough I haven't played enough to really see how it all pans out and even the money you can make. It costs 10mc and as you only earn on average 1 or 2D6Mc a game it's costly - or do the cheap random Rez which can loose your player stuff. Finally though if you do get beat on you can recycle dead players and get 5Mc (so long as you didn't try rezzing them). I'm looking forward to more games flowing in the league
|
|
|
Post by Paul Waters on Jan 31, 2014 9:33:35 GMT
So first league match completed. A 7-0 win against a Zee team. This was a match into the unknown as I hadnt too much knowledge of how the Zees played, I knew there would be a lot of them and that they had special rules around fouls, what I didnt realise is that for each run action they can move 2 players. This meant after deployment and my oponent had the first turn I was surrounded bu oponents. Luckily I had held one Orx guard further back in the field. Using my offensive coach I could put 3 actions on one player and used this guard to slam his team mates free from some of the threat zones. Within a couple of turns there were more Zee's in the injury box than on the pitch and this was my chance to unleash my offensive coach again, 2 actions to move a Goblin jack into position and then the move to score a 3 pointer. Used this technique to score another 3 pointer and then a quick run in for another point and that was the game.
I did have luck on my side rolling large numbers of exploding sixes and my oponent missing some crucial evade roles at critical times certainly helped me achieve the landslide victory.
I was very please with how the offensive coach played and I think hiring one is important for any teams without strikers. I was lucky enough to roll a offensive coach success each time I tried. I used coaching dice when I went attempted scoring to give an increased chance of doubling and then generating another coaching dice, this tactic payed off in this game.
In the post match sequence, 2 players gained a skill and I recieved 9mc to add to the 6mc I already had in the treasury. Some thinking will be neede on how to invest the cash. Do I purchase another Orx guard or look towards coaching dice/cards? Will also need to read the cheerleader rules to see what tricks they could help the team with.
|
|
|
Post by danstrahleo on Jan 31, 2014 13:39:35 GMT
Good summary - I didn't catch much of your match as I was on the receiving end of a beating be interesting to see how your team progress I am leaning towards a coach now or maybe save up for more cards/dice the off pitch bonuses seem to make a real big differance from what I can see
|
|
|
Post by Paul Waters on Jan 31, 2014 16:18:35 GMT
I think they are important if your team lacks the specialist positions. Supporting a Jack with dice and cards can make them as potent as a striker. I think in striker heavy teams the tactic might be overkill and they credits might be better spent elsewhere.
|
|
|
Post by Lew - Drake on Jan 31, 2014 16:57:04 GMT
Right I am not sure what happened but some how I ended up win my last two games and with landslides and both of those against teams I think that when the coaches have more experiance are going to be able to tear me a new one.
On the first match against the Pound land I think the dice where the key as in I got very lucky and Dan was very unlucky. When he set up and placed his 2 goblins in the middle to me it suggest a possible play. He weakest guys where holding the centre and as the only ones who could pick up the ball if I could put them down hard it would give me a turn or two to control the ball.
And that is what I went for it. Nemisis my so far lead Gaurd ended up killing one and putting the other out for a while. I also brought a Maruader down with my other gaurd Athena what suprised me!! Then my striker Nike was able to pull of a beautiful straight run down the middle to score a 4pointer all in one turn.
Then it was the The Poundland's turn and I expected the pain to start but amazingly I held my own and drew with the Marauders every time.
Then for my second turn Nike again ran around the main fight stole the ball from under the nose of a Marauder assisted the take down of another marauder and then scored the second four pointer. That was a relief as it had kept the maruaders from really pounding one me. I do not think I will be as lucky next time. I do think my coaching dice and the precense of another gaurd have been a major asset.
Part 2 to follow
|
|
|
Post by Paul Waters on Jan 31, 2014 20:58:50 GMT
How many coaching dice are you up to?
|
|
|
Post by Lew - Drake on Feb 1, 2014 1:21:38 GMT
Just the four at the moment though I may have to upgrade to a few more.
|
|
|
Post by Lew - Drake on Feb 1, 2014 2:13:00 GMT
Part 2: I ended up with a striker Nike and a Jack both getting upgrades. The Jack had got two MOTM awards in a row for standing at the back of the field and waving to the crowd. (I also made a mistake here and forgot to upgrade my Guard who had gained a level but I missed that at first look through doh) And for the upgrades my striker got Jump and my Jack got A Str upgrade what I was very happy about.
My next match was against the Digital Overlords. I went in as the favourite and so Ben got a massive underdog bonus what he used to buy a load of coaching dice giving him 6 to my 4. But I had one advantage more players 9 - 7 so my plan was to try overwhelm them with numbers and flexibility until I realised I was facing the robots who could be anything.
It started of okay but I quickly found that the DO's heavy use of Coaching Dice very worrying as I thought that I was going to be overwhelmed. I also found the dice gods had decide to average out my luck with mediocre and bad roles in this game. On my 2nd rush I scored a four pointer but from then on I struggled as I suddenly found myself facing 4 guard's over the next two rushes but Ben also had issues as he is still learning his team and the game as we all are but I think he could be a major danger to any team with a bit of experience. Half way through I had a chance to grab the ball from the half way line and with a straight line to a four point goal and the end of the game but I got to focused on saving my last two coaching dice and ended up dropping the balling and sending it deep into my half and giving Ben a very good chance to even the score. All he had to do was get my jack out of the way so he sent a guard in to clear the way and I foolishly did a intercept what moved me out of the goal line and I also forgot that this was the Jack with a strength upgrade and so got beaten but I still standing somehow. Then in charged his Jack who picked up the ball and threw for the score and then missed. I think Ben missed a opportunity here by not trying to turn his jack into a striker but I think that might just be my view point from after game review.
I then was able to grab the ball and rush it back down the field and then with a bit of coordination pass it to my deep field striker to gain that final goal and win the game.
I then checked and saw that Nike had again gained enough points to upgrade again whilst I then realised a earlier mistake of not having upgraded my killer Guard Nemesis after the last battle. I did both of these and got Blackflip for my striker and Does this hurt with my guard.
Part 3 to follow soon
|
|
|
Post by Lew - Drake on Feb 2, 2014 15:09:10 GMT
Okay now I am scheduled to face another marauder team this week and I think seeing as they have had a upgrade it may all start to come apart.
My view of the Female Corporate team is that they are a great all rounder team but if you are not careful can be really hurt. In a one of stand alone game they have the issue of they cannot use cards what is a major blow to how they can play meaning that they have to riley on their coaching dice to get doubles so they can take free actions to keep up.
In campaign their first purchase should be a card to allow you access to this area and a extra Guard as one is just not enough to cover every area and some teams will pick on your one guard to neutralise this threat from your team. The Female Corporate team seems to be a team like the Dark Elves in Bloodbowl that has to change its way of play to suit each team and even some time half way through a game change gaming style to suit the situation as needed I.e. concentrate on the the strikers one turn then the guards the next.
What next for my beautiful Amazons well thankful I have a lot of spare cash at the moment so I think I will buy a offensive and possibly defensive coach to start with and then hold some back for resurrection. Also I am going to see if my other two strikes can't get some glory this time and put Nike my best striker in reserve for a match.
|
|
|
Post by Paul Waters on Feb 2, 2014 15:27:05 GMT
I think a coach is a great purchase, I feel like I got my monies worth after only one game as the coach was involved in every point I scored. Remember an offenive coach and still call and defensive play and vica versa, they just dont get a bonus dice. You can only use one coach on a rush so getting both might be overkill. I have an Asterian team that will make a debut in a few friendlies soon so will be interested to see how they play as they get a defensive coach in their starting line up and think that might be a better option than getting an offensive coach.
A coach teat is a 3 dice (5) test. You get plus 1 die for using the correct type of coach. There are no bonuses for doubles on the offensive coach but there is for the defensive coach. I think a defensive coach might give more flexibility. Will need to try one to see how it turns out in practice
|
|