No change! I fear change!
Triplets! I love triplets!
GC's lovely 1-2-quad based tier system. It's clearly the best!
I'm not sure undead are a good team to start out with. They're an excellent team overall but without any ball skills to begin with they can burn through re-rolls pretty fast. I reckon the best team to learn with is human, so long as you don't mind learning the hard way - they can sort of do anything any other team can do, just not quite as well. Once you can master winning games with them you can use the same tactics with other teams, probably with a greater chance of success.
Of course the other good team to start with is dorfs...
I guess I will go with Orcs. I've seen a game with Dwarves and I can already tell that I don't like 'em. Orcs may be slow as well but at least they can go somewhere.
Indeed, orcs are a very forgiving team (if you buy enough Team Re-Rolls at the start).
Point of order: I haven't won a single game with Orcs in the Open. I did better than that with Wood Elves last season. To be fair my challenge league orc team is doing fairly well though.
I actually was able to learn the game with Humans but that was with the first Blood Bowl which didn't have as much teams in it. The problem with humans is that you kind of have to change your tactics depending on who you are playing and with the amount of races who do different things it can be quite hard in LE.
Also, humans suck. Green iz best!
'ummies taste gud, zombiez is over-did
Why are you wearing that stupid human suit?
I think Skaven are easiest to learn the game with, always blitz with stormvermin and give the ball to the gutter runners then cross your fingers.
No, da boyz iz da best. Dey can 'it 'ard and 'av dat git at da back oo can pick it up.
So me and mombuishi finally got our game done, 1-1 ill try and write up a report once i stop reeling from the nufflehatred i expreienced
Red Skull Reavers (President Weasel, Chaos Mans) vs The Easy Dead (Lowkey, Undead)
At half time in my match against Lowkey I was 1-0 down and staring a probable loss in the face: he'd kicked, I'd spotted the tiniest gap in his lines, cued up two go for its, and watched in horror as I rolled 1, rerolled to 2, 1. The ball landed at the feet of his ghoul and he ran away with it on the way to a touchdown. I'd broken armour a few times but hadn't scored an injury, and the KO'd undeads bounced right back up.
Then Lowkey's power was interrupted, and he couldn't get back into the game. We got Groovy to reset it (historic first use of the R-R result in the spreadsheet, I believe)
what a difference a day makes...
At half time against Lowkey I was 2-0 up, with 11 chaosoids and a spare lined up against 9 undeads, and headed for victory barring a serious case of the Nuffles: He'd kicked, I'd tied up his team, sneaked a ball carrier through and away and scored after blocking a marker off (if memory serves, he'd rolled push on a single dice) I'd kicked, he couldn't quite keep me away from the ball carrier, I'd managed to get the ball down and then Safe Hands Jim Digriz scooped it and ran away. This time I'd had a bit more luck with the armour rolls.
I spent the second half pretty much clearing the field and ran in a touchdown on turn 16 to close the match out 3-0 and win Division D.
A kick in the teeth for Lowkey getting disconnected when he was ahead, and a lucky escape for me - although as he said, who knows how the second half would have turned out?
yeah I was very much outclassed for most of the game and with numerous injuries and KO's (think I had three players on the field by the end of the game) I couldnt put up much of a resistance, a well deserved victory sir
Despite being not highly recommended for beginners, Khemri are the first team I've coached properly since I played tabletop BB about 15 years ago. The general simplicity of their overall game (You can't pass, catch, pick up the ball, or dodge for crap) means it's quite a nice team to get the basics down. They certainly have taught me a lot about cage making and breaking, and generally I've found I can concentrate more on making sure my team is working rather than worrying about adapting to the other team. The lack of complex rules is also quite nice, and the progression of players is fairly self-evident. They are a bit prone to luck, regen being a right bollocks sometimes, and you don't quite have the flair of a really successful 1-turn TD with insane passing, but the slow shambly-ness and general solidity of the team is quite pleasant. Plus Tomb Guardians tend to be quite scary and bashy, which is nice :)
The problem with a Tomb Guardian is when it goes down, it goes down hard. Twice the chance of that oh-so-expensive career ender.
Last edited by DarkFenix; 13-09-2011 at 11:03 PM.
Div5 rolled on, DivD completed - gratz on the promo PW!
Aw, thanks ntw. I needed a decent amount of luck with the injury dice, as well as a helping hand from the weather gods to reset the match when I was in a bad position, so I can't take too much credit.
I would never recommend Khemri for a starting player; they're too slow and their best ball carrier is worse than most other teams' standard linefodder. I'd say a newer player would be better going for a team that at least has a chance to recover after losing the ball or making a positional error - Khemri are going to get outmanouevred by nearly any other team without skilled positioning.
Admittedly playing Khemri might teach you about the importance of skilled positioning, contingency planning, good caging, and minimising the agility rolls you have to make - but there are other teams that can teach you that without being quite such a challenge to play.
I'd probably recommend undead for a new player - you don't have to deal with a Big Guy with the loner skill, but you do get two of the best "little big guys" in the game. You've got a set of players with fairly well defined jobs - linemooks who are clearly just there to provide assists or tie up better players on the other team, wights for chasing people down and hitting them, ghouls for carrying the ball and being protected (and occasionally chasing people down and hitting them), and mummies for lumbering about the place hurting people.
You've got a smaller set of options than an elf team, where any one of them has a good chance of picking up the ball and passing it to any other one, and any of them has a reasonable chance of dodging. You've got a pretty straightforward gameplan and you know which players do which jobs. And while the mummies and the lineskeletons are horribly slow, the wights and particularly the ghouls have enough movement to give you a decent chance of digging yourself out of a self inficted hole.
Last edited by President Weasel; 13-09-2011 at 11:21 PM.