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iippo: just to make 100% sure, i can leave the match result open until the rounds end if youd happen to have chance for reschedule - or i can just set the 'no-show' right away.

post here or pm me over steam.
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Aningan: You can just set it. In a few hours I have to catch a plane to go on a business trip. Will be out of the country and without Blood Bowl until Thursday.
check
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Hawk52: I may have just pulled off the single greatest Halfling play of all time.
i assume it means result can be validated?
Post edited September 15, 2013 by iippo
Well the Cows lost to the Greedy Grinders 0-2 in a very unspectacular match.

With insuries being dealt to the cows left and right, them suffering another death (at least it was a Beastman with -1 MA), also the new replacement Mino being insuried badly the first time he was on the pitch (A -1 STR luckily being healed by the Apo) but then suffering another injury in the second half, leading to a -1 AV.

In the end I had maybe 3 players still on the pitch and the Dwarfs free control. Though that pick up fumble with reroll from the heroic Hobgoblin-Elf among the Chaos Dwarfs' ranks was quite funny.

All in all...yep I didn't know what I was expecting.

This season really is just being very cruel to me.

(Replay here: http://wikisend.com/download/174314/Weekly_S2_D1_R12_WereCrow-Morbi.db)
I WON THIS IS THE GREATEST NIGHT OF MY LIFE! I DON'T CARE THAT MY ENTIRE TEAM IS ALMOST DEAD! YES! YES!

Ahem.

Judas and I had our Halfling/Chaos game. The first half saw me make a monumentally idiotic move (trying to hurl a halfling with five Chaos players around isn't the best idea), but I managed to save the day with a suicide two red dice blitz on his ball carrier four spots from my goal.

That was pretty much the theme of the game. Judas played typical Blood Bowl, trying to smash my players and have ball control. I, on the other hand, am Halflings; so my only solution is madness. I constantly threw red dice blocks and tried to make Judas's game fall apart. And ironically enough, my suicide plays worked most of the time while Judas failed at the very basics of tackling and ball handling. Let this be a lesson for you all: Nurgle rewards insanity.

The play I mentioned before, and this is still something I can't wrap my head around...At the end of the First Half, I had the ball after stopping Judas's drive. I desperately. desperately wanted to score, but my Halfling couldn't make it. So...with nothing left to lose (it was the last turn), I MADE A DODGE with a Treeman, went for it once, picked up the Halfling, perfectly threw him down the field, and then ran the ball in with TWO Go For Its for the score. It's absolutely astounding and mindboggling.

The second half saw Judas try to break through with Chaos, but I used my tactic of basically being as annoying as possible (intentionally placing Halflings in strategic positions to force blitz's to move the ball). Judas responded by his own insane move, and threw the ball from a Beastman to a Chaos Warrior, who tried to take a different path in. I managed to hold him, getting my treemen into the fray (Only takes about five turns to get them anywhere). Then on yet another suicide blitz, I stripped the ball and the ball went to Ghandi-Stands-Silently the Treeman of all possible options.

At that point I think Judas kinda snapped and just decided to main as many of my players as possible. He really had it out for my Treemen, fouling them three/four times and only getting ejected twice. Had he went after my Halflings with that, they'd all be dead--but I think Judas just took it somewhat personal at that point.

Replay is at: http://www.mediafire.com/?070362iasl0jsmi

And now, if you'll excuse me...http://www.youtube.com/watch?v=L-7Vu7cqB20
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Hawk52: I, on the other hand, am Halflings; so my only solution is madness.
Someone write this down on mithril or something. :)
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E_A: On my side, I used about half of my re-rolls to fix fumbled 2+ passes. This thrower must have paws or something. And I got another stat upgrade and am currently debating myself on whether a AG 6 elf is just too damn cool to pass up or a waste of a good skill slot :D.
you play elves, i play elves, let's look at each other for the moment...

How many failed doges have we ever done?
a 4 agility player can safely dodge to a place that has 1 tackle zone on a roll of 2+ tha's enough, that's way more then enough.

On a linesman, 5 agility is very wasted, sure it looks good and is cool, but serves no purpose. Get block instead.

that halfling match, i must watch it!

edit:
that was magnificent.

I will never ever have such a glorious play in my life.
Post edited September 15, 2013 by cheongzewei
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E_A: On my side, I used about half of my re-rolls to fix fumbled 2+ passes. This thrower must have paws or something. And I got another stat upgrade and am currently debating myself on whether a AG 6 elf is just too damn cool to pass up or a waste of a good skill slot :D.
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cheongzewei: you play elves, i play elves, let's look at each other for the moment...

How many failed doges have we ever done?
a 4 agility player can safely dodge to a place that has 1 tackle zone on a roll of 2+ tha's enough, that's way more then enough.
If you dodge into 1 tackle zone with AG 4, you have to roll a 3+.
If you dodge into an EMPTY square with AG 4, you have to roll a 2+.
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cheongzewei: On a linesman, 5 agility is very wasted, sure it looks good and is cool, but serves no purpose. Get block instead.
The lineman already has AG 5, the question is whether to give him AG 6. XD
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cheongzewei: you play elves, i play elves, let's look at each other for the moment...

How many failed doges have we ever done?
a 4 agility player can safely dodge to a place that has 1 tackle zone on a roll of 2+ tha's enough, that's way more then enough.
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Piranjade: If you dodge into 1 tackle zone with AG 4, you have to roll a 3+.
If you dodge into an EMPTY square with AG 4, you have to roll a 2+.
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cheongzewei: On a linesman, 5 agility is very wasted, sure it looks good and is cool, but serves no purpose. Get block instead.
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Piranjade: The lineman already has AG 5, the question is whether to give him AG 6. XD
god damn it. I fail in numbers today.
I meant to say agility 5 there, and agility 6 is wasted on a linesman. But hey, if you really want to go ahead.
I'll strongly object to it if I were you though:P

On second thought.
if you DO take the added agility, he's essentially the best thrower in your team now. All those long plays, you can do with him.
6 squares for a short pass.at 2+ roll
10 squares for a long pass at a 3+ roll,
and an amazing 13 square throw on a 4+ roll. that's from midfield to touchdown on a 50% chance.


Or you can flip and make him a runner. Next skill, take leap, guard him with stuff and laugh at anyone whom tries to tie you up, when all your dodges are done on a 2+
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cheongzewei: On a linesman, 5 agility is very wasted, sure it looks good and is cool, but serves no purpose. Get block instead.
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Piranjade: The lineman already has AG 5, the question is whether to give him AG 6. XD
From a min-maxing perspective, it's probably better to give him a skill instead of AG6.

From my own perspective, I'd say "screw min-maxing, let's have some fun!", give him AG6, and enjoy some amazing stunts that that player might be able to pull. And I'd give him Leap next. ;)

When I think what I enjoy most in BB, it's not winning. Granted, winning is better than losing, but I've experienced some very boring victories and some extremely entertaining losses. What I enjoy most are the crazy situations that may emerge on the pitch, and I still vividly remember some successful gung-ho moves of my players. So if I had the opportunity to create a player who's _made_ for amazing moves, I'd take it. :)
Post edited September 15, 2013 by Psyringe
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cheongzewei: On second thought.
if you DO take the added agility, he's essentially the best thrower in your team now. All those long plays, you can do with him.
6 squares for a short pass.at 2+ roll
10 squares for a long pass at a 3+ roll,
and an amazing 13 square throw on a 4+ roll. that's from midfield to touchdown on a 50% chance.
It's even better than that!
If E_A takes the AG 6 for the elf, quick pass, short pass and long pass would all be on 2+ and long bomb would be on 3+.
People will try to kill this elf. And likely succeed as he has no dodge, no block...
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cheongzewei: On second thought.
if you DO take the added agility, he's essentially the best thrower in your team now. All those long plays, you can do with him.
6 squares for a short pass.at 2+ roll
10 squares for a long pass at a 3+ roll,
and an amazing 13 square throw on a 4+ roll. that's from midfield to touchdown on a 50% chance.
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Piranjade: It's even better than that!
If E_A takes the AG 6 for the elf, quick pass, short pass and long pass would all be on 2+ and long bomb would be on 3+.
People will try to kill this elf. And likely succeed as he has no dodge, no block...
where did that extra +1 come from? he doesn't have accurate.

agility 6 = long pass = 3+
and he has to roll a double for a passing skill.
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Piranjade: It's even better than that!
If E_A takes the AG 6 for the elf, quick pass, short pass and long pass would all be on 2+ and long bomb would be on 3+.
People will try to kill this elf. And likely succeed as he has no dodge, no block...
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cheongzewei: where did that extra +1 come from? he doesn't have accurate.

agility 6 = long pass = 3+
and he has to roll a double for a passing skill.
Complete Rule Book page 12:
Unmodified Pass with AG 6 requires a 1+ (he actually needs a 2+ in-game, but to calculate we need to see the 1+)

A Quick Pass gives a +1 modifier so he would need a 0 (actually in-game 2+)
A Short Pass doesn't give any modifier so it's a 1+ (actually in-game 2+)
A Long Pass gives a -1 modifier, so it's a 2+
A Long Bomb gives a -2 modifier, so it's a 3+

This is of course without any enemy tackle zones.
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cheongzewei: where did that extra +1 come from? he doesn't have accurate.

agility 6 = long pass = 3+
and he has to roll a double for a passing skill.
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Piranjade: Complete Rule Book page 12:
Unmodified Pass with AG 6 requires a 1+ (he actually needs a 2+ in-game, but to calculate we need to see the 1+)

A Quick Pass gives a +1 modifier so he would need a 0 (actually in-game 2+)
A Short Pass doesn't give any modifier so it's a 1+ (actually in-game 2+)
A Long Pass gives a -1 modifier, so it's a 2+
A Long Bomb gives a -2 modifier, so it's a 3+

This is of course without any enemy tackle zones.
You both know that apart from passing, with agi 6 and str 3 he is essentialy a cage breaker right? you could give him common skills like wrestle and strip ball and he would be a pain in the ass of cage dependant teams. And being an elf, he can take dodge, that would make dodging into a 3 man tackle zone of the standard cage a 3+...
So yes, I would take agi 6 always, he is a great thrower, a great catcher, and a great cage breaker.
Post edited September 15, 2013 by mefet
I just saw this and had to think of those times when you feel that after you have rolled a 1 you will inevitably roll another 1 if you use a re-roll.
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Piranjade: I just saw this and had to think of those times when you feel that after you have rolled a 1 you will inevitably roll another 1 if you use a re-roll.
talking about randomness:

[url=http://en.wikipedia.org/wiki/Fooled_by_Randomness:_The_Hidden_Role_of_Chance_in_Life_and_in_the_Markets]http://en.wikipedia.org/wiki/Fooled_by_Randomness:_The_Hidden_Role_of_Chance_in_Life_and_in_the_Markets[/url]

[url=http://en.wikipedia.org/wiki/The_Black_Swan_(Taleb_book]http://en.wikipedia.org/wiki/The_Black_Swan_(Taleb_book[/url])

two books i can warmly recommend, if someone is in need of interesting book about randomness in life and stuff.
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Psyringe: From a min-maxing perspective, it's probably better to give him a skill instead of AG6.

From my own perspective, I'd say "screw min-maxing, let's have some fun!", give him AG6, and enjoy some amazing stunts that that player might be able to pull. And I'd give him Leap next. ;)

When I think what I enjoy most in BB, it's not winning. Granted, winning is better than losing, but I've experienced some very boring victories and some extremely entertaining losses. What I enjoy most are the crazy situations that may emerge on the pitch, and I still vividly remember some successful gung-ho moves of my players. So if I had the opportunity to create a player who's _made_ for amazing moves, I'd take it. :)
From my thought process, there's no dedicated thrower on a DE team. I'd say take the AG boost and pray for doubles and if doesn't happen, AG6 and an agility skill of any form would be monstrous. Leap would be insane on an AG6 player, as Psyringe pointed out, but I'd loathe my life facing an AG6 thrower of any sort.