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  1. #2781
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Quote Originally Posted by laneford View Post
    I think it has to be pass block doesn't it?
    During the first passblock he will fail a 2+ dodge and die.

    Quote Originally Posted by Gorm View Post
    I got a double on a skaven thrower and went with extra arm. Anyone think thats a mistake?
    its practically a +AG, I'm not sure its idea but as you cant force +AG to occur its a good stopgap. If you get +AG on the other thrower you might want to put this guy as a deep ball collector and the +AG as more of a carefully guarded thrower.

    Still, I take guard on every double, what do I know.
    Last edited by Heliocentric; 07-06-2013 at 10:50 AM.
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  2. #2782
    Secondary Hivemind Nexus Screwie's Avatar
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    Quote Originally Posted by Heliocentric View Post
    During the first passblock he will fail a 2+ dodge and die.
    Nah, this only happens if he has two Pass Blockers and both are within PB range.

  3. #2783
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    @Gorm - I don't know about the 3-armed thrower. I'd be tempted to take big hand, dodge or strong arm, but it depends how you use him I guess.

  4. #2784
    Secondary Hivemind Nexus President Weasel's Avatar
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    Quote Originally Posted by Heliocentric View Post
    During the first passblock he will fail a 2+ dodge and die.


    its practically a +AG, I'm not sure its idea but as you cant force +AG to occur its a good stopgap. If you get +AG on the other thrower you might want to put this guy as a deep ball collector and the +AG as more of a carefully guarded thrower.

    Still, I take guard on every double, what do I know.
    For a double on a thrower I would have gone with strong arm and then accurate for a hyper-thrower.

  5. #2785
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    I quite like Extra Arms, but then I've had far too many drives ruined as a thrower runs around the backfield failing to pick up the ball.

    They're all valid options though, which is why I like Skaven as a team - lots of development avenues, rather than automatic cookie-cutter skillchoices.

  6. #2786
    Secondary Hivemind Nexus groovychainsaw's Avatar
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    Quick report from last night's game against Havocc' s Orcs, got a good reminder of the weaknesses of Norse and a good game for Havocc to take a clean sweep in I. Down to 5 players by turn 6, couldn't prevent his drive, got back to 10 players for the second half but couldn't quite break free for the drive for the line. Attrition left me open to a second touchdown late in the second half. Only one MNG tho, so not all bad.

    Had a real hard time all game, facing off against 4 str4 borcs, one troll, 2 blitzers with guard and 2 with mighty blow. Kinda norse kryptonite at this early stage. Havocc did a great job keeping away from the wings so frenzy was more a liability than a help. Losing one beserker and wolf to injury both in the first half really didn't help, either. Need to grab some more skills to improve my longevity (but what? Thick skull...? :-D). Playing against orcs also highlights when a yhetee IS useful - you can use him to scare the orcs into the wings where you get chances to crowd push via frenzy, rather than get them running through the middle... not convinced I'll get one yet though. Given the dropouts above, got a reasonable chance of seeing tier 3 next season, so hopefully get enough inducements to play with icepelt next season :-).

  7. #2787
    Secondary Hivemind Nexus President Weasel's Avatar
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    Your problem is not enough frenzy. You need to skill up your team like my concept for the Frenzy Town Frenziers, where every player has frenzy and you do elaborate chain pushes from the centre to the wings and off the field.

  8. #2788
    Secondary Hivemind Nexus groovychainsaw's Avatar
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    Ah! The classic MOAR FRENZY tactic.

    I kept going for some fun frenzy stuff and he kept spoiling it with those damn guard players. Plus nuffle was not in a mood for giving me one dice blocks. A fair few skulls yesterday spoiling all my orc-bashing fun.

  9. #2789
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    Yhetee is one of the better big guys IMO. Although I might be a bit biased since mine has block.

  10. #2790
    Secondary Hivemind Nexus groovychainsaw's Avatar
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    Yeah, i could see why you think that - without block he's a bit of a liability - wild animal, frenzy and loner takes a bit of careful management - I'd want another reroll before I got one :-).

  11. #2791
    Secondary Hivemind Nexus LowKey's Avatar
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    Quote Originally Posted by Dolphan View Post
    Yhetee is one of the better big guys IMO.
    Neeeeiiiiiin

  12. #2792
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    Yep, but Wild Animal is the best negatrait - crucially, you don't lose tackle zones, and I rarely find myself having to just move him without blitzing (I never try and RR it unless it's the only way to stop a TD). Also because he starts with claw you can get claw + MB without a double - are chaos minotaurs the only other big guys who can do that?

  13. #2793
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    Also: Underworld Trolls, all three Chaos Pact big guys (not that they're in the game). And the Bloodthirster I suppose.

  14. #2794
    Secondary Hivemind Nexus President Weasel's Avatar
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    Underworld trolls and Minos start with MB too, so should skill up quicker than a piece who starts with claw but not MB.
    Underworld trolls are also more robust than either the mino or the yhetee.

    Underworld trolls are therefore the best big guy.

  15. #2795
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Quote Originally Posted by Dolphan View Post
    Yhetee is one of the better big guys IMO. Although I might be a bit biased since mine has block.
    Mummies, Tomb guardians and Tree men. The only big guys who can punch people in he face without burning rerolls, thus X>Yhetee.
    I'm failing to writing a blog, specifically about playing games the wrong way
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  16. #2796
    Secondary Hivemind Nexus President Weasel's Avatar
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    Mummies and Tomb Guardians aren't really Big Guys in the way that the other Big Guys are, since they don't have the big guy drawback and you get multiples. Treemen are an edge case, but since they have take root and since the Flower Elves get only one they probably count as Big Guys.
    They're hells of slow though, so not the best big guy in my opinion.

  17. #2797
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Quote Originally Posted by President Weasel View Post
    Mummies and Tomb Guardians aren't really Big Guys in the way that the other Big Guys are, since they don't have the big guy drawback and you get multiples.
    You say mummies and TG are not big guys because ALL BIG GUYS have a negatrait.

    I love selfdeterministic logic. So trolls and ogres are not big guys because you can have 2 and 6 on goblin and Ogre teams respectively.
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  18. #2798
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    Honestly there's not really such thing as a Big Guy any more - in previous rulesets, they had an explicit trait called Big Guy, hence the name. It was basically a more restrictive version of Loner, in that they couldn't even try and use rerolls. Then you'd have the negatrait on top of that.

    In fact the big guys weren't even listed in the team rosters, they're in a separate chapter.

    Mummies didn't have it, Tomb Guardians didn't exist. So, yeah, from a historical basis they're not considered big guys. I can't remember whether Ogres on the Ogre team had it. Where's my copy of LRB4...

    Edit: No they didn't. Which makes sense.

    I miss LRB4. Or most of it, anyway.
    Last edited by Janek; 07-06-2013 at 06:38 PM.

  19. #2799
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Do you think a less vanilla ruleset could emerge with GW and the communities intersection? I honestly think BB will keep getting prodded towards 'balanced' if it manages changing at all, I thought of a skill that seemed balanced but realised that now that house rules are dead their would be no use suggesting it.

    Lunge
    (essentially a passing skill, where a player could move 1 square as part of a move or blitz action without dodging but would end the turn prone (no risk of injury) , additionally if the player had the ball they could pass the ball from that position at - 1(blitzers couldn't pass of course) (with all the usual modifications) of course face a turnover from falling), can be blocked be tentacles or followed with shadowing.

    Useful on low AG players with jump up and super high AG players who need to escape diving tackle, leap+lunge would offer some incredible options.

    The key thing would be to jump loose and fling the ball but also get away from surf hazards, help shape chain pushes. Maybe an agility skill?
    I'm failing to writing a blog, specifically about playing games the wrong way
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  20. #2800
    Didn't there used to be some organisation called the 'NAF' or something like that? Used to work with Jarvis and the guys at specialist to update the living rulebooks? IMO one of the biggest things that needs addressing now BB is on the intrawebs; are the campaign rules... Murderteams have a distinct advantage over the long term... and even where they have around the same chance to win a game, it sucks for the other team to have won but have had several of their best players murderised.

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