No change! I fear change!
Triplets! I love triplets!
GC's lovely 1-2-quad based tier system. It's clearly the best!
My games-related Twitter: VexingVision
Currently playing: Gothic 2; Blood Bowl: Chaos Edition; Waking Mars; Anno Online
Pro, bro. Pro. :P
Actually, I kinda want to make an all-Pro team and try it out. Not sure which race though.
Like I said it depends on the team. If you're khemri up against elfs with 2 turns left and the ball safe you're better off stalling for a couple turns then scoring at the end of the half. If you score immediately the chances of you recovering the ball and scoring in 2 turns is much much smaller than the possibility of the elves slipping through your defense and scoring, even if you're confident in your defense.
Also if you've managed to KO a lot of players it can be beneficial to stall in order to only give 1 chance for KO rolls before the half instead of 2. Of course this goes the other way if you're the one with lots of KOs.
Eagles may soar, but weasels don't get sucked into jet engines.
Steam = potatoedoughnut
[RPS] Clone High
I was thinking some kind of elf. Pro are okay but lacking in many basic survival skills like Block or Dodge... Wood Elf and Dark Elf may be best of the elves, although I've played both those teams a lot already.
Generally I'm looking for a ball-handling team with a decent splattering of Block/Dodge. Amazon or Skaven teams might do nicely.
Or Vamps! Although they lack positionals and I would have to Pro up al the Thralls too, otherwise it would just look like a regular Vamp team.
I'm not denying they are good players! Really I want to have some Dodge or Block out of the box so I can take a chance on Pro at level 2 instead of 3 or 4.
I'm not sure if dark elves are full but it's hard to argue with 4 ag 4 blockers with agility access.
But TBH I'd be wary of taking too many of the AV7 players at first, the AV8 linemen still have GA access and ag4.
I'm failing to writing a blog, specifically about playing games the wrong way
http://playingitwrong.wordpress.com/
Aggressive Negotiation (Lizardmen, Karandraz) vs Insert Witty Team Name He{re} (Skaven, ntw)
Aggressive Negotiation (AN) bring a 540TV advantage to the game, that's more than a third of the entire TV for Insert Witty Team Name He{re} (IWNTH). Incentives were invested in Morg and a bribe in a desperate attempt to nullify the horrifying wall of Lizard-flesh and hopefully capitalise on the limited number of DinoSubs (1 IIRC). However IWTNH only needed to hold on to a draw to secure the Division D win and promotion to DivC - you can already guess how this is going to end, can't you...
AN wins the toss and elect to kick, IWTNH knock a Saurus to the ground and line up a 4 Rat gang foul which has no effect, while sending Runners through into the AN backfield and dropping the Thrower back, in response AN push the scrimmage line forward slightly. This is basically repeated for a few turns until AN see an opportunity and Blitz (with 2 GFI's) to put a Saurus TZ on the Thrower. The Rat Thrower responds by failing to dodge (with a reroll) and dropping the ball, AN fail to recover the ball though and the Thrower gets a chance to redeem himself. He gets the ball, runs over to the sideline, goes for an easy pass up the line to a waiting ManRunner, and fumbles the ball, dropping it so it bounces off the pitch. The crowd throw it back on, near the IWTNH goal line, with a Skink waiting nearby.
IWTNH try again with the same basic plan, once again AN abuse GFIs to get TZs on the Thrower, once again the Rat Thrower responds by failing to dodge (with a reroll). Luckily the ball bounces into the waiting hands of a GutterRunner who hands it back to the Thrower next turn to run upfield and launch a short pass to a waiting ManRunner (it's a GutterRunner, but WITH THE STRENGTH OF A MAN!). ManRunner takes the easy score and scuttles over the line to end the half.
Aggressive Negotiation 1-0 Insert Witty Team Name He
AN receive, cage up and start to rumble forwards, but they forget to allow for the frankly ridiculous MA of the GutterRunners and the cage is left open at back for a blitz to knock down the ball carrying Skink. A few turns of tussling over the ball follow before a ManRunner manages to grab it, but is unable to get to safety. AN tackle the ballcarrier and two waiting Skinks quickly grab the ball and trot it over the line.
Aggressive Negotiation 1-1 Insert Witty Team Name He
Aggressive Negotiation 2-1 Insert Witty Team Name He
Back to "Plan A" for IWTNH, Morg batters a hole, Runners run through, Thrower hangs back. AN rumble forward and once again show they are Nuffle's chosen sons by double GFI-ing to Blitz the Thrower, Luckily the ball bounces into the waiting arms of a ManRunner who scampers over to the sideline and relative safety. Of course it proves to be relative safety, unless you are playing against AN. In what was quite frankly a ludicrous play, a Saurus GFI-ed in to tackle the ManRunner and knocking the ball free in a Skaven TZ. This didn't worry a brave Skink who dodged in, picked up the ball, dodged out, GFI-ed then made a long pass into the waiting arms of another Skink who slithered over the line to put the match completely out of reach.
Aggressive Negotiation 3-1 Insert Witty Team Name He
A disastrous end to both the match and the best season IWTNH have ever had. Throughout the game it never felt out of reach, at least until we conceeded the 3rd TD, and several times the momentum changed instantly to keep it exciting. Karandraz must have special loaded dice which he saves especially for GFI's - he literally did dozens without failing a single one as far as I can recall! I somehow managed to get the best of the bashy game, between Morg and some careful RatStacking (this is now a thing) I was able to bully his larger Saurii and with the judicious application of a few fouls managed to get his Krox off the pitch twice, of course I never got to use my bribe...
Cheers to Karandraz for a great game and gratz on taking the Div. Thanks to all my opponents this season for being Jolly Nice Chaps.
Last edited by ntw; 15-05-2012 at 04:27 PM.
When asked, he merely responded with a wry bleat followed by a swift kick to the testicles.- Rakysh
Dark Elfs are indeed super even if you only take their core players, blitzers and linemen. A little dry, but still very competitive.
Well this isn't for the DoD (at least not at first) but in any case, I could retire one Dark Elf team for another. My Dark Elf team is finally getting good though, so they are unlikely to bow out just yet.
First though, I'll either use the Challenge League or SP to try out a Pro side. Right now I'm thinking Orcs:
- Very durable - those Pro players may survive a long while, or if not...
- Cheaper than elves
- Not too slow
- Not too crap with the ball
- Not completely unskilled
- Punchy, and with high ST
I think a line-up of Pro-assisted blockers could be quite efficient.
Div G
Da Blu Moonz (Dentharial, Orcs) vs Global Warping (20 phoenix, Skaven)
My Orc team was raring to go
They won with a score of Two - Oh
This rhyme is quite short
Because I've just bought
And want to play Diablo
This is now required thing i hope you know
Orcs not too slow? They're one of the slowest sides.
I do like pro on orcs though. It makes them develop into something more interesting then cage and bash.
But I still don't understand how you can pass on a pro pro elf team, that seems pretty pro.
Eagles may soar, but weasels don't get sucked into jet engines.
Steam = potatoedoughnut
[RPS] Clone High
Screwie, you might be interested in this. I recently stumbled over that thread which discusses a similar team idea to yours.
Last edited by squirrelfanatic; 15-05-2012 at 07:18 PM.
Orc blitzers are fast enough to get you a touchdown in a couple of turns, and you get four of them. But yes, the rest of the team is pretty slow.
I just realised that Undead are actually an exceptionally Pro friendly side.
Zombies (not so much mummies) can actually consider handling the ball, everyone can risk lots of GFI's (except the bloody ghouls) because even falling over is unlikely to end too badly, and obviously Pro helps in the blocking game, ghouls can improve their ball handling without needing a double for pass.
I need more pro!
Last edited by Heliocentric; 15-05-2012 at 08:12 PM.
I'm failing to writing a blog, specifically about playing games the wrong way
http://playingitwrong.wordpress.com/
I guess I just compare them to dwarfs, in that every time I'm playing orcs and being outpaced, I sigh heavily and think, "Well could be worse, could have been playing dwarfs".
The orc blitzers are good enough. Also goblins, who are fast and sometimes airborn. And an AG 3 thrower. Orcs at least have some fast options, is what I'm saying - unlike dwarfs or Khemri.
Cheers for the link, squirrelfanatic!
I typically look at the speed of the fastest scoring/blitzing threat (ie goblins don't count, they're not real people):
6 = slow (orcs, chaos, dwarves, khemri)
7 = average (delfs, undead, norse)
8 = fast (humans, lizards, elves)
9 = freaks (wood elves, skaven)
Obviously orcs are a bit more mobile than dwarves due to more agi3, but they can't sprint down the pitch any faster. Similarly delfs are more mobile than undead because agi4 & agi skill access on more players, but they're still limited by MV7 at the top end.
Eagles may soar, but weasels don't get sucked into jet engines.
Steam = potatoedoughnut
[RPS] Clone High
Great game with ntw this week and not just because I won, but that was nice too ;) That last TD ntw, was crazy, evan I dont know why that worked!
Where you can find some of my mischief: http://karandraz.wordpress.com/