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Random Hajile
Aug 25, 2003

Also, unlike upgrading from Dark Elf to Legendary Edition, you can keep using your same online teams from LE in Chaos Edition.

I'm so glad I don't have to abandon my absurd +ST zerker +ST ulf Norse team.

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Random Hajile
Aug 25, 2003

Bedshaped posted:

Anyone got any tips for playing the Norse? Specifically, how do you build a strategy around their armor value of 7?

I really love their kit and I want to be better with them.

Some big tips to improve your survivability are:

- Know when not to follow up on a block.
- Know when to be more aggressive with tossing 1-die-blocks to avoid receiving 2dbs on your opponents turn. The tactic is kind of like a more metal version of dodging elves away from players that you don't need marked after you've made your important moves. You want to be the one throwing punches, not receiving them.
- When you do have to mark players, well that's what unskilled/low-skilled linemen are for. Just try not to get your Guard or + stat linemen killed if you can avoid it.
- Learn to recognize and compensate for frenzy traps.
- Crowdsurfing might not get you SPP, but go for it whenever you can get away with it without being counter-surfed.
- Basically, you want to get a man advantage as fast as possible. Norse matches tend to snowball - the first team to be down 2-3 players is usually about to have a really bad day.

Random Hajile fucked around with this message at 00:45 on Oct 13, 2012

Random Hajile
Aug 25, 2003

Washout posted:

I guess it says something that the best players are almost all agi 4?

I wouldn't say 3/5 of your list is "almost all." The defining trait for your picks is really their relative mobility. Wardancers just jump over anything in their way, if you drop the ball then a Gutter Runner or two will have it on the other side of the field before you know what the gently caress, and Bull Centaurs are... basically Saurs that can pick up the ball more of the time. Plus, I guess they've got sprint/sure feet going for them, and dodging before break tackle is somewhat less of a comedy option.

I do really like Witch Elves, but I wouldn't put them in the same class as Wardancers or Gunners, as you've got to get a Witch to survive a few levels before they can really shine. I'd think Pro Elf Catchers would belong on a top player list before them.

Random Hajile fucked around with this message at 08:43 on Oct 13, 2012

Random Hajile
Aug 25, 2003

CmdrSmirnoff posted:

Son of a bitch does this mean I need to make new teams? Or can I import my old teams? I don't want to lose GGL-favourite Minowntaur BOSS METALZONE.

You keep your teams.

Random Hajile
Aug 25, 2003

Jack Trades posted:

Where can I find the password to join the Great Goon League?

Right here.

Random Hajile
Aug 25, 2003

az posted:

Stupid newbie question: Does Mighty Blow stack with Claws? I have a guy with both and only Claw pops up when he does a block action.
Yes, they work together, and they are a nasty combo.

It's hard for me to guess without seeing your dicerolls, but Claw is automatically applied whenever you knock someone over, reducing their effective AV to 7. If Mighty Blow wouldn't have made a difference, maybe you don't see it pop up?

Random Hajile fucked around with this message at 00:53 on Oct 25, 2012

Random Hajile
Aug 25, 2003

Jack Trades posted:

I really like punching opponents in the face as hard as I can but I also enjoy being able to pick up the ball.

Is Chaos the only non-gimmick team that would fit my style or should I try playing some other team (I have CE)?

There's Orcs and Norse, both of which are mostly AG3. If you don't mind restricting yourself to a few dedicated ball-handlers, there's also Lizards, Undead and Necromantic.

Random Hajile
Aug 25, 2003

Wolfy posted:

I just bought this last night and I am really bad. I really can't move the ball up the field at all. The one time I did, a fan riot knocked out the other team and only one of my players.
Don't worry too much yet, it can take a few games before things really start to click.

Random Hajile
Aug 25, 2003

JohnnyBigPotatoes posted:

I understand now about caging and inching up the field but I have to be honest: I want a team who specialises in risky as hell hail marys from halfway down the pitch, who are the best throwers and catchers?
Any non-dark Elf team is a solid choice for a long passing game. The best catchers out of the box are Pro Elf, hands down. They start with Nerves of Steel, which lets them catch the ball when marked without a penalty to the catch roll.

You don't want to rely on the actual Hail Mary skill on Elf teams, though. That's more of a desperate measure for when you need to get the ball as far away from a bad spot and don't care so much about where it ends up. Though I guess Skaven could use it to reliably lob the ball away from everything and count on a Gutter Runner to recover it before the other team can get near it.

There is a tactic where you have a Hail Mary thrower launch the ball to a Diving Catch receiver, but that's better used on slower teams. Elf catchers tend to have enough movement that you don't have to run them that deep for them to be scoring threats.

Random Hajile
Aug 25, 2003

cmndstab posted:

Interceptions by anyone that doesn't have the catch skill or AG4+ are rather rare so don't be scared to use them from time to time.
Just the same, if you can angle a pass in a way that it avoids any potential interception attempts without having to GFI, do it. And be doubly careful if your opponent has any Pass Block and/or Very Long Legs players.

Random Hajile
Aug 25, 2003

JohnnyBigPotatoes posted:

I'm a bit overprotective of my witch elves and still trying to figure out the best way to deploy the assassins but shadowing is so much fun.

Few questions: is a stat increase on skill up generally better than taking a specific ability and what are generally good ones to take. I figure things like Pro and Dodge are decent but I'm not sure.

Is multiplayer still alive, and if so can I export a single player team for that?

This game is addictive as hell

Multiplayer is very much alive, but you cannot import a team from single-player. Online teams are online-only.

Generally, you do want to take stat-ups when they are available. Skills are always nice to have, but higher stats improve your long-term potential (assuming the players that get them don't die, anyway). An skilled Elf with 4 ST and/or 5 AG can pull off some truly amazing bullshit plays. That, or it'll attract fouls like you wouldn't believe, allowing you to get away with all sorts of stunts with rest of your team while your opponent's distracted by trying to put the boots to your unholy stat-monster.

There are exceptions, of course. You're not going to want to bother taking an Agility up on a Kroxigor, or a Strength up on a Snotling.

As for what skills to take, you generally want players to specialize, so you take skills that help them be better at their role. For players you'll be punching or carrying the ball with, Block is great. For a player that'll be attacking the enemy ball-carrier, skills like Strip Ball, Tackle, Wrestle, and Side Step are useful. Dodge is also a very good skill, even on players with low agility, since it negates one of the results that'd knock a player over when on the receiving end of a punch. It also synergizes well with Block/Wrestle to help make a given player a pain in the rear end to knock over.

Pro is more of a situational skill. It's best on players that tend to eat team rerolls, like Vampires.

Random Hajile fucked around with this message at 04:21 on Dec 3, 2012

Random Hajile
Aug 25, 2003

Also, as you're using Dark Elves, you usually won't want to foul much or bother with the fouling skills. Elves are expensive, even linemen. Risking getting your players ejected is usually not in your favor.

If you want to get enemy players off the field as Dark Elves, you'll want to use your Witches to shove them off the sides of the pitch.

Random Hajile
Aug 25, 2003

JohnnyBigPotatoes posted:

I mean friendly for newbs (like me) to play as. I keep finding myself getting drawn into bashing matches I can't win. An Ogre team I just played was inching down the field with a snotling and four ogres surrounding him. I was at a bit of a loss as to what to do. I tried dealing with stray snotlings and waiting for some Bone-Headed rolls but eventually I had to send my Witch elf in, she pulled it off but unfortunately couldn't get out and now has an injured back.

How could I have gotten that ball out?
Use linemen (unskilled if possible) to mark corners of the cage and prevent any other ogres from being able to get in and reinforce it. An ogre team has only so much muscle, so if they can't move four ogres forward, they've got to choose whether to advance with a weak corner, stay put, or risk a throw teammate play.

Then, it's just a matter of hoping your linemen don't die before an opportunity presents itself.

When possible, it's even better if you can prevent a team like Ogres from forming up like that to begin with.

Also, what Internet Kraken said.

Random Hajile fucked around with this message at 19:25 on Dec 7, 2012

Random Hajile
Aug 25, 2003

Page Downfall posted:

Do I need it to play multiplayer with others with Chaos in the meantime? Also are there active goon leagues? I'm still terrible, but it would be cool to have some games.
Legendary Edition and Chaos Edition are multiplayer compatible with each other. You only need CE to use CE teams.

The Goon league doesn't really have many teams just idling around waiting for challengers, but if you hop into IRC, you should be able to find a match easily enough.

Random Hajile fucked around with this message at 02:34 on Dec 25, 2012

Random Hajile
Aug 25, 2003

kingcom posted:

Can we sign up multiple teams to the league or is it a 1 team = 1 player situation?

Multiple teams is fine.

Random Hajile
Aug 25, 2003

Coolguye posted:

Any match where you win 2-0 and don't take any serious injuries is a great game, no exceptions.

The exception is if you were Skaven, in which case it should have been 4-0, slacker.

Random Hajile
Aug 25, 2003

IcePhoenix posted:

If I want to buy chaos edition through steam do I have to pay full price even if I already own legendary? I thought it was only supposed to be :10bux: if I already own LE.

Basically I want to buy it for $5 next time it's half off.

I don't think it works that way. I'm pretty sure you can get it for :10bux:, but during sales, the LE-owner discount is temporarily disabled.

Could someone that paid more attention during the holidays confirm this?

Edit: Beaten

Random Hajile
Aug 25, 2003

Yeah, Dark Elves are good at precision strikes. They use their mobility to hit weak points in a defense and shove vulnerable players off the pitch. And they don't just punch their cages down the field so much as they dodge around the opposition to roll their cage forward until a good short pass or handoff will let them break away.

But they'll get pasted in an straight-up brawl against anyone with access to ST4 players and/or guard.

Random Hajile
Aug 25, 2003

Forums Terrorist posted:

In other news, everyone who said that Nurgle were a good alternative to dwarves were wrong, and I suggest those people consider bleach as a flavourful alternative to water.

Norse are the more fun alternative to Dwarves. They break a bit more easily when punched back, but they've got more mobility, they can dodge better when needed, and they aren't as limited as to who can handle the ball in a pinch.

Random Hajile
Aug 25, 2003

Funso Banjo posted:

Does this thing ever go on sale?

At least every big holiday.

Plus, can anyone confirm that if you're eligible to get it for $10, you can gift it to others for that price?

Random Hajile
Aug 25, 2003

The Orange Mage posted:

Pretty sure there was no dialog box. I hit the Matchmaking button and it started searching right away. :pwn:

You need to hit the actual football on the matchmaking button to bring up the matchmaking preferences menu.

From there, you need to assign your preference for each team you have. I always go min and max 4 minute turns.

Random Hajile
Aug 25, 2003

Muscle Tracer posted:

I've gotten a team into the low 2000s for the first time, and I'm not sure what to spend my pile of money on. Are cheerleaders/assistant coaches/obscene numbers of rerolls worth the additional TV, or should I hold onto it for when my level 6 werewolf inevitably gets murdered by a rookie skink?

Keep it for replacements and maybe the occasional inducement. I'd personally only ever take coaches/cheerleaders on halflings, and only enough to ensure I deny any possible rerolls to the other team when using a chef.

Random Hajile
Aug 25, 2003

BlueInkAlchemist posted:

Does the League only communicate in game with the provided chat and/or IRC? cKnoor's pupils have inspired me to look into and pick up the game.

We coordinate almost entirely in IRC. You'll only occasionally bump into someone in the goon league if you look in-game alone.

Random Hajile
Aug 25, 2003

BlueInkAlchemist posted:

That's what I gathered for pre-game organization, but during the actual games, how much communication goes on?

A decent amount. We tend to be relatively chatty with each other. A few of us like to use Skype during matches, too.

Random Hajile
Aug 25, 2003

LibbyM posted:

I just won my new halfling team's inaugural match. It was against vampires who are, like halflings, a garbage team. So not a big accomplishment.


The enemy vampire player had 6 vampires. This is far too many vampires right? It seemed like, as much as vampires are great units, he was extremely limited by his low number of thralls as far as bloodlust went. There was a point where he only had 3 thralls left on the pitch, and he really couldn't do much because they were tied up with my trees and stuff, leaving his vampires unable to freely move most places on the pitch.

What do people think the right Vampire to Thrall ratio is?

6 vampires is way the hell too many to start with. Any more than 3 on a fresh team can result in blood lust getting out of control in a hurry.

Random Hajile
Aug 25, 2003

BlueInkAlchemist posted:

How are the single-player campaign modes for practicing the growth of a team? Is there a recommended difficulty setting? Or does one just jump into a league and start throwing blocks?

The AI is poo poo on any difficulty. If you want, you can use it to learn basic mechanics like how to set up assists for blocking, but you'd be better served by jumping online as soon as you've gotten a handle on the basics and asking in IRC for skill advice.

Random Hajile
Aug 25, 2003

Brainamp posted:

cknoor's been recording his playthrough with a khorne team and through watching it I've been thinking that maybe the team ain't as bad as we thought. Then I remember that av7 means that most of them will get murdered right and proper a lot and frenzy is terrible en mass.

Only the bloodletters are AV7, and they have regeneration. Everything else is AV8, except the thirster, who is AV9 /w regen.

Random Hajile
Aug 25, 2003

Well, if you're new you're might well get roughed up a bit by veteran goons, but it'll be because of the difference in player experience, not because we only have much higher-value teams. There will always be someone with a newish team they'll want to smack you with.

Random Hajile
Aug 25, 2003

Monkahchi posted:

I used to play the tabletop version, are the same strategies dominant? Caging etc. ?

I'll sign up, see how it goes.

Yes, caging and such are still essential strategies for a lot of teams.

Random Hajile
Aug 25, 2003

In addition to the above, your zombies are great fodder. If your opponent leaves his black orcs/saurs/mummies in easily reachable locations at the beginning of a drive, plant an unskilled zombie on them. They won't be able to move their brute force to where it'd be useful until they deal with your guys, and I guarantee they'll feel the loss of their heavy muscle more than you'll miss a zombie or two in the meantime.

Just use your head about doing it if they've got Break Tackle.

Random Hajile
Aug 25, 2003

gredgie posted:

I bought Chaos Edition in an attempt to put in the effort to finally learn this game having been an old-school GW fan (not that I aren't any more, I just don't have the finances for Warhammer/40k :P), plus it will kill time until someone blesses my life with an awesomely made Gorkamorka game, which for some reason didn't get as much love as Necromunda.

ANYWAY!

I'm all about flavour when it comes to things like team selection, but in the name of accepting I am a novice, would I be far better off in the long-run going for one of the more jack-of-all-trades teams (Humans/Chaos/Orcs) or is there merit to learning through consistent failure with the more play-style centered teams?

Coming into the game, it seems that strength is a desired attribute for new teams, since not being able to take a punch seemingly restricts being able to practice general play if half your team are on the ground holding their faces together.

With all this taken into account, Lizardmen seem like a neat fit for me, they have some flavour, a nice mix of players and should lead to some fun games.

I caught the first game of Agent's LP yesterday, though will no doubt re-watch it to take things slightly better and I shall attempt to get myself on IRC later.
I'd recommend starting with Orcs. Although, unlike what you said, Orcs aren't really a jack-of-all-trades team. They're a solid bashing team with enough agility that in a pinch, a dodge or two or a short passing play is a workable option.

I would recommend against starting with lizards. Strength is nice to have, but the AG1 on the Saurs and Kroxigor is a huge drawback, and not starting with any block doesn't help matters, either. If you don't have strategy and positioning down as lizards, all the strength in the world won't help you.

I'd suggest you stick with orcs for a few games to pick up the fundamentals, then branch out to try teams with different playstyles that appeal to you. If you go against a team that you want to try as orcs, so much the better. Observe how they play, so when you give it a shot you have a better idea as to what you should be doing.

Random Hajile
Aug 25, 2003

So, Chaos Edition is currently 66% off on Steam's Midweek Madness sale. Even those who don't have previous editions can get it for $10, so if anyone was holding off until the price dropped, now's the time to grab it.

Random Hajile
Aug 25, 2003

AlsoD posted:

So how is the line of scrimmage supposed to work? If you can't out-bash them just put three linemen (with wrestle if possible) on it, if you can then put a bunch of guys there ready to pile on?

If I can out-bash my opponent's line on offense, I like to put just enough force to get a string of two-die-blocks and no more. If you put all of your heavy hitters on the line, you're just asking to have them tied up and ran around.

If I'm going to be the one taking punches, I put forward three of what I can most afford to lose - usually linemen, and always loners if I've got them.

Random Hajile fucked around with this message at 22:07 on Mar 31, 2013

Random Hajile
Aug 25, 2003

Joopjan posted:

What skill should i take on a pro elf lineman who rolled a double and already has guard? Rest of the team is your standard dodge/block/wrestle except for 2 linemen who have + strength already. Should i just take block?
Having a mighty blower probably wouldn't hurt.

It'll make him into a huge target until he gets blodge, mind you. But at least it might distract your opponent from going after your catchers, and if he does survive long enough to get blodge, so much the better.

Random Hajile
Aug 25, 2003

LibbyM posted:

My pro-elf thrower rolled 5-5 on level up. Take the 1MA? Get him strong arm off the double?

I'd take strong arm. Once you get accurate to go with it, long passes on a 2+ is pretty nice. Also, depending on enemy placement, getting that extra space closer for a more accurate pass isn't always an option, +MA or no.

Random Hajile
Aug 25, 2003

Chas McGill posted:

Any tips for playing as Amazons vs Wood Elves? My friend and I just bought the game and those are our teams, so I expect to play against the Wood Elves until we get bored and try something different. Our first game ended 1-1 and was fairly even. I used my blitzers to break up his moves, while he used his more dextrous players to work around my defences.

My concern is that I don't really know how to play as the Amazons. They all start with dodge, but they have mediocre mobility and agility compared to the elves. They have the same strength as elves. The only advantage I can discern is the one highlighted in the OP - four blitzers with blodge. I scored my goal by landing a series of jammy dicerolls* that I don't expect to replicate again, so it'd be nice to be able to figure out an actual strategy.

I tried creating a screen of players and having a blitzer carry the ball for a touchdown, but I tended to get bogged down. If that's happening against the wood elves, I expect I'd get wiped out against a harder hitting team.

Edit: I started with - 4 blitzers, 1 catcher, 1 thrower, and the rest linewomen. This let me pay for 3 rerolls, which came in handy.

*Dodge, dodge, throw ball, catch ball - all had to be 4 or above.

As amazons, your main early advantage over wood elves is that you're harder to knock over. Any 1dbs he throws with anyone other than a wardancer is more likely to cause a turnover than to knock you down. And he's only more likely to be able to dodge if he's got a reroll available. Elves are expensive, so it's not likely he'll have more than two rerolls.

Overall, you want to get rid of the wardancers as soon as possible, because they can nullify a lot of the advantages to screening and caging, plus they are better at knocking you down with block. Your zons are cheap, so don't be afraid to foul with a linewoman if you can get a good gangfoul on a wardancer.

Other than that, force him to roll as many dice as you can. Unless you're making a lot of boneheaded risks, he'll run out of rerolls before you will. Amazons are also deceptively bashy early on. Forcing him into a war of attrition is more likely to benefit you, as it's harder to effectively hit you back. Just be sure to throw your important punches with your blitzers first, and get some guard and mighty blow ASAP. You have 4 players with strength access, be sure to take advantage of that.

Random Hajile
Aug 25, 2003

FlyFishinInnuendo posted:

I watched some of Yapo's LP and noticed he had player numbers above each player, which seem like a great way to identify positional players or those with particular skills quickly.

Does anyone know how to get those numbers to appear? Is it a mod? Thanks!

Hit 'n' a few times. It'll cycle through displaying player types, names, numbers, and how much SPP they have/need.

Random Hajile
Aug 25, 2003

Tiler Kiwi posted:

Honestly I am a literal monster and I'd love to see a Blood Bowl video game adaptation designed around being a Blood Bowl video game adaption and not just a straight 1 to 1 recreation of the board game. Sort of like a Mutant Football League that maintains the same sort of feel as Blood Bowl's rugby / soccer riot style of play and the focus on developing and customizing players while coping with a high mortality rate, and carrying out various insane shenanigans with a simple but robust series of mechanics. With Dwarf Fortress' medical/injury system.

Blitz mode is exactly how an idea like that would be implemented so whatever.

On a side note, I've played a lot of BB:CE, but I've never played the tabletop version of against a person. I've thought about playing against goons at least, but my reluctance on playing 1v1 multiplayer games with total strangers complements my wary attitude about a lot of the minmaxing TV shenanigans that go on. The way team balance goes all over the place as TV value changes is also a bit weird to me as well. I'd kind of wish the MM wasn't based so much on TV since, due to minmaxing, you can have two teams with the same TV and widely disparate actual playing ability. Its like a balancing method got turned into its own game which I find a lot less fun to play.

I'm also afraid that since I've only really played the AI that I'm going to start playing people and just get absolutely crushed forever by people that sit around with low TV teams. I've played as Lizardman, Skaven, and Underworld teams against the AI and I can only think I've got some clues about basic Bloodbowl play in terms of playing and countering passing/running/cage games, but then again... its the AI. Maybe I could just start playing as halflings so I'd always have that excuse to fall on. That or dwarves so I can make sure my opponents have as little fun as I have.

Then again, I'm just going by second hand accounts rather than any personal experience. Is it as bad as some people make it out to be?

I haven't yet come across a goon that would use a min-maxed low TV team against a new goon without being asked to. We love seeing new blood, and kicking your teeth in so hard it kills your interest in the game is counter-productive to that. If you check in IRC, you're bound to find someone with a newish team or that'd be willing to roll up a new one. Plus, if you get in on one of the tournaments as they start, it's guaranteed that everyone starts off on the same foot, but how well you manage a few games in depend pretty heavily on if you get off to a good start or not.

Unmoderated matchmaking (like Auld World or Naggaroth) is another story. There are people you'll come up against that are legitimately starting out new teams, but yeah, that's where you'll see the majority of min-maxed kill-squads. I can't say how saturated the leagues are with them, as I have only rarely played in the unmoderated leagues, but for what it's worth, of the matches I've played in them, I never got unlucky enough to get put up against a team I had no realistic chance against.

The third option is moderated public leagues. They can be useful for when you're in the mood for a matchup, but aren't having any luck finding a goon to play against. Of them, I've only played in the Forum Open League, and only for a few matches, but they at least crack down on players who disconnect the moment things start going poorly. The Forum Open League does require applicants to have played at least 10 matches, however, to make it a more hassle for people that've been kicked out to simply create a new account and re-apply.

In any case, I really wouldn't start out with one of the gimmick teams. You'll only end up making getting used to human players more frustrating on yourself.

Random Hajile fucked around with this message at 07:02 on Jun 8, 2013

Random Hajile
Aug 25, 2003

veedubfreak posted:

Well here, I'll make a post.

I bought this off steam on sale. Now what team should I start with to learn the game :)
Orcs. 4 Black Orcs, 4 Blitzers, 1 thrower, 2 linemen, 3 rerolls, and ignore the troll, goblins, assistant coaches and cheerleaders. I forget if this lineup leaves you with enough left over for an apothecary, but if it does, buy one. If it doesn't, then that's your next purchase.

The blitzers are your more dependable punchers, since they start with the block skill, while the black orcs are your slow brutes. Pick the ball up with the thrower, but the orc passing game is more an emergency plan to fall back on when punching forward isn't working than a primary strategy.

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Random Hajile
Aug 25, 2003

Wizchine posted:

I have a fondness for the lizardmen, because - dinosaurs. Am I doomed?
They can be a bit unforgiving at first, but there are worse teams for a new player to start with. The thing is that the saurs really need a couple levels to shine and if you fail to protect your skinks, good luck doing anything with the ball.

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