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Nah, you'd win enough. The dice are enough of a factor that you always win some games.
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# ? Jun 2, 2014 20:02 |
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# ? Apr 27, 2024 11:29 |
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TheNabster posted:Well gently caress it seems like Pass is winning. I think you will find Wright Flight is a much better alternative.
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# ? Jun 2, 2014 20:08 |
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OK, to be more precise: My team would be loving murdered before it could develop to the point where Khorne teams stop being absolutely terrible. I have endured Vampires, Goblins and even goddamned Halflings already. I daren't expose myself to another endearing-but-terrible gimmick team.
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# ? Jun 2, 2014 20:09 |
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If you give the wight pass you might as well give it dump off for extra fun. I think NoS might be more useful even.
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# ? Jun 2, 2014 20:20 |
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Khorne seem to be sort of like Norse, except they are terrible at low-to-mid TV where the Norse shine thanks to Block and are also terrible at mid TV where the Norse hang in thanks to more skills, good journeymen and damage potential. Also, Khorne looks to be terrible at high TV where Norse, too, struggle. Edit: What I am saying is: Khorne looks terrible.
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# ? Jun 2, 2014 20:22 |
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Khorne teams are the reason why you never pick fend or wrestle on linemen. Complete waste of skill points.
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# ? Jun 2, 2014 20:26 |
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Duuk posted:Khorne seem to be sort of like Norse, except they are terrible at low-to-mid TV where the Norse shine thanks to Block and are also terrible at mid TV where the Norse hang in thanks to more skills, good journeymen and damage potential. Also, Khorne looks to be terrible at high TV where Norse, too, struggle. Nah, Khorne should be pretty decent at mid-to-high TV IMO, they've got a surprisingly good skillspread and once you've got block/wrestle on most of your lovely cultists, you don't get a turnover every other block. The problem is that they're relatively low-strength and so need very, very careful positioning in order to surf your opponents. The Bloodthirster is also legitimately good - being able to blitz at str 6 is actually pretty nice, I think. Get him mighty blow and you've got a somewhat unreliable killing machine. The problem with Khorne, again IMO, is surviving to mid-to-high TV. They also really suffer once people start getting Side Step and Stand Firm to mess up your surfing actions. I mean, they're never *good*, but they've got a sweet spot where they basically overtake Norse, thanks to being able to develop every player into a quasi-positional of some kind. Their biggest problem is that they're even more finicky than goblins - you have to be *really* careful about your turn order or you will eat a turnover. Khorne matches should always end with a body count, though. They're sort of like the anti-Vampires, I guess - no really great players, but a lot of *decent* ones with fair potential. Except still a sub-par team at the best of times.
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# ? Jun 2, 2014 20:35 |
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You have a Bloodthirster, can you really say you have no great players? Okay not great at like doing things that involve a ball that aren't killing a guy holding it, but he's still great at what he does.
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# ? Jun 2, 2014 20:37 |
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So which goon league is active and what is the password for it? I want to play vs goons:(
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# ? Jun 2, 2014 20:40 |
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Yeah, but he's still a Big Guy with no General access and a negatrait. The 'thirster is good, but he's not great. Unless you luck out and get him Block, he really needs to use your Blitz to avoid falling over like a twit every ninth-odd block. And sometimes that just isn't enough, you know, with the Frenzy and everything.
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# ? Jun 2, 2014 20:40 |
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MRLOLAST posted:So which goon league is active and what is the password for it? The big one is the Giant Goon League. Password was "fuckgoons" last time I signed up. Best to get on the #tgbloodbowl irc and you'll find some goons willing to play.
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# ? Jun 2, 2014 21:07 |
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MRLOLAST posted:So which goon league is active and what is the password for it? Get on the IRC, use the GGL, and it's probably fuckgoons
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# ? Jun 2, 2014 21:07 |
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It should be mentioned that you won't find matches against goons by just joining GGL and spinning the coin. Most matches are set up through IRC, just get on there and ask if anybody wants to bowl blood.
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# ? Jun 2, 2014 21:20 |
Duuk posted:Edit: What I am saying is: Khorne looks terrible.
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# ? Jun 2, 2014 21:53 |
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GNU Order posted:ra's al MwaHahahahaha TravBot posted:Ra's al[/b] (or however it's spelled). Glenn_Beckett fucked around with this message at 22:03 on Jun 2, 2014 |
# ? Jun 2, 2014 22:01 |
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We are now morally obligated to get the other wight some version of catch so the wight brothers can air it out.
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# ? Jun 2, 2014 22:46 |
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VOTING CLOSED And the addition of Ra's al and the continued employment of Pelvis Costello warrants a new team photo The team is now 1280 TV
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# ? Jun 2, 2014 23:13 |
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And with that, Pelvis Costello's contract is effectively ironclad. FrankenCastle, however... I agree with the other posters as well, if the other Wight rolls doubles, he needs Catch.
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# ? Jun 2, 2014 23:21 |
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While I like The Wight Brothers idea (pioneers of the first ball flight,) you should probably leave catch to a Ghoul, who get it on normals!
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# ? Jun 2, 2014 23:25 |
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For the next insightful/instructional/helpful post can you explain setting up a league?
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# ? Jun 3, 2014 00:08 |
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Box wine posted:For the next insightful/instructional/helpful post can you explain setting up a league? Blood Bowl 101 Lesson 4: Setting Up A League In Cyanide Don't.
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# ? Jun 3, 2014 00:11 |
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How do these brackets work?!
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# ? Jun 3, 2014 00:11 |
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GNU Order posted:Lesson 4: Setting Up A League In Cyanide Step 1: Have a dumb idea. Step 2: Set up the tournament league immediately. Step 3: Suffer through the first two times. Step 4: Get sick of it and let some other nerd take over. How goes the Random Skill League anyway, GNU?
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# ? Jun 3, 2014 02:24 |
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I'm glad we went with Pass on the Wight. Dodge is probably the 'right' choice, but it's boring, and the team already has 4 players with natural AG access, 2 of them start with dodge. Passing isn't available to any member of the team on normals, so it's good that we have it on a player. Wights are agility 3 which makes them just as good at passing as any other player, and in my opinion, Wights are the one positional that is more inclined to options and flexibility in how they level up. Your ghouls are your scorers, plain and simple. Wolves are your hyper death machines. If you're scoring with Wolves as your first choice, you're doing it wrong. Wights generally become more your flexible player, and if you want to get passing into the team, you generally want it sitting on a Wight. Assuming the next level is normals, this would lead to 2 potential options. Sure Hands is one option, as it will make him good at picking up the ball more easily so that he can throw it to a ghoul. Alternatively, Kick-Off retrun could be a good one so that he can get to the ball easily. A final option could be Fend which will let him keep away from enemies when he does get punched. But yeah, I think Pass will actually be an interesting choice for the team and is far from just a 'funhaver' skill
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# ? Jun 3, 2014 02:25 |
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Don't forget strong arm, the strong man's accurate.
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# ? Jun 3, 2014 02:27 |
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If you're serious about him ever actually passing Sure Hands is the clear choice, since it actually makes him the best on the team at touching the ball. We don't really want him trying to throw long bombs anyway, and don't need them given how fast our likely receivers are. We can get Strong Arm eventually to make that option more viable but seriously we've already seen how unreliable touching the ball with AG3 and no Sure Hands is in the LP given how often GNU's had to reroll a pickup with a ghoul.
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# ? Jun 3, 2014 02:37 |
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Yea sure hands is probably the best way to get the guy with pass to actually handle the ball, but strong arm would be my next choice after that.
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# ? Jun 3, 2014 02:43 |
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If you're going to be throwing the ball at a range where Strong Arm kicks in then Strong Arm is actually a better skill than Sure Hands. You'll have better odds overall even before you take into account that you now have the opportunity to drop a team rr on the pickup. If you're only throwing short little passes then Sure Hands is obviously better. 3+ Sure Hands pickup - 5+ pass with pass = 49% success 3+ pickup - 4+ pass with pass = 50% success, 67% if you spend a RR And that's if you're going for accurate passes. If you just need inaccurate to bomb it to a deep wolf then strong arm is waaayyyy better.
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# ? Jun 3, 2014 02:45 |
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Yeah it does depend on what you're wanting to get out of a passing game and how often you want to actually use it. Also petition for +Movement Werewolf to get Shadowing next level. Then he doesn't even need to blitz for things to hate him moving next to them.
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# ? Jun 3, 2014 03:05 |
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Honestly i don't think a pass wight should be handling the ball until an actual pass happens, and then sure hands doesn't help. In a perfect world the ghoul carries the ball around and the wight just exists as a passing threat. Put him down the field as part of a screen or marking a skink or something and just realize that at any time you could hand off, and pass. It's a powerful play. You don't have to be the guy who picks the ball up to be a reasonable passer, it's just more commonly used that way.
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# ? Jun 3, 2014 03:24 |
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Agent355 posted:You don't have to be the guy who picks the ball up to be a reasonable passer, it's just more commonly used that way. Skaven don't do it that way! Although their ball-picker-uper does have pass.
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# ? Jun 3, 2014 03:27 |
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uPen posted:Skaven don't do it that way! Although their ball-picker-uper does have pass. And Sure hands. This is because rats are assholes.
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# ? Jun 3, 2014 09:01 |
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Pass doesn't make him a better passer. It's just a free reroll.
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# ? Jun 3, 2014 10:06 |
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Steelpudding posted:Pass doesn't make him a better passer. It's just a free reroll. A free reroll makes it a ton safer. It takes a standard 3+pass from 66% chance of success all the way to ~88% (50% -> 75% for a 4+) That's practically X-Com shooting odds, there. Plus, as Agent mentioned, it gives Gnu another way to threaten. Sure 3 Agi passing isn't as reliable as elves, but it's still certainly an option. And if we get catch or diving catch on a ghoul it makes it even more of a threat. Also, Jump Up doesn't make him a better passer either
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# ? Jun 3, 2014 11:09 |
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Pass means we have the reroll available for the catch! At least until we give a dog catch, and diving catch (for the sweet, sweet +1 on accurate passes), and Pro. The best frisbee dog.
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# ? Jun 3, 2014 11:58 |
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goatface posted:Pass means we have the reroll available for the catch! At least until we give a dog catch, and diving catch (for the sweet, sweet +1 on accurate passes), and Pro. The best frisbee dog. Nerves of Steel and DC is plenty. 2+ catches ev'ry day.
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# ? Jun 3, 2014 12:27 |
So, I'm a bit behind the thread - I just watched match #2 today. And then I played my first online game - it was with an Undead team against Khemri. One of my Ghouls died, one of my Mummies got a bad injury, one of my Wights would have missed the next game and before the first drive ended I was about 4 players down. Suffice it to say that that team isn't going further. I suddenly sympathize a whole lot more with those Elves.
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# ? Jun 4, 2014 19:59 |
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TheMcD posted:One of my Ghouls died, one of my Mummies got a bad injury, one of my Wights would have missed the next game and before the first drive ended I was about 4 players down. Suffice it to say that that team isn't going further. I suddenly sympathize a whole lot more with those Elves. Welcome to Blood Bowl!
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# ? Jun 4, 2014 20:06 |
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TheMcD posted:So, I'm a bit behind the thread - I just watched match #2 today. And then I played my first online game - it was with an Undead team against Khemri. I played a game against Khemri with a team that had a Mummy with +1 Strength, Guard, and Block. That Mummy was a loving rear end in a top hat.
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# ? Jun 4, 2014 20:13 |
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# ? Apr 27, 2024 11:29 |
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The Legendary Khemri Passing Game does work best if you've killed the entire enemy team before you start trying it.
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# ? Jun 4, 2014 20:20 |