Halfling Tactics, Help!
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Re: Halfling Tactics, Help!
Interesting, never played it that way. We always played it as the player elects to Jump up as opposed to stand up.
Not sure why they didn't get more specific in the rules, especially under the jump up skill. If I've been playing it wrong and you do need to roll 4+ then by all means choose block. However, if Jump Up does supersede stand up, then you will want to take it as a skill over block, especially in high TV leagues.
At high TVs most teams will absolutely have enough guard and str4 to two-dice your tree on his ass regardless of him having block. Being able to stand him back up is much more crucial to the team in his role of scary tacklezone + halfling cannon.
I suspect that Galak may be one of those self-loathing Halfling coaches (loner on LRB5 trees anyone?) so he probably meant for trees to not be able to get up with out +MV.
Not sure why they didn't get more specific in the rules, especially under the jump up skill. If I've been playing it wrong and you do need to roll 4+ then by all means choose block. However, if Jump Up does supersede stand up, then you will want to take it as a skill over block, especially in high TV leagues.
At high TVs most teams will absolutely have enough guard and str4 to two-dice your tree on his ass regardless of him having block. Being able to stand him back up is much more crucial to the team in his role of scary tacklezone + halfling cannon.
I suspect that Galak may be one of those self-loathing Halfling coaches (loner on LRB5 trees anyone?) so he probably meant for trees to not be able to get up with out +MV.
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Re: Halfling Tactics, Help!
Has been clarified.
You have to Roll if you'd otherwise be unable to get up.
With JU you are able to get up, so no need for the 4+
You have to Roll if you'd otherwise be unable to get up.
With JU you are able to get up, so no need for the 4+
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Re: Halfling Tactics, Help!
makes sense just not how i read it. I would still take block over JU any day of the week.plasmoid wrote:Has been clarified.
You have to Roll if you'd otherwise be unable to get up.
With JU you are able to get up, so no need for the 4+
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Re: Halfling Tactics, Help!
I'd agree with you for Wood Elves, but I think JU is more useful for Flings.Heff wrote: I would still take block over JU any day of the week.
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Re: Halfling Tactics, Help!
Correctplasmoid wrote:Has been clarified.
You have to Roll if you'd otherwise be unable to get up.
With JU you are able to get up, so no need for the 4+
and BT and Grab (order varies) followed by Multiple Block are my 3 normal skill choices
Block is my first doubles ... Jump Up would be a second doubles.
Tom
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Re: Halfling Tactics, Help!
Yup deffo. on top of the many other reasons already posted in this thread. Jump Up means trees can use Pile On - the most powerful bash skill in the game and when facing CPOMB teams they are safer on the ground than standing.EastCoast wrote:I'd agree with you for Wood Elves, but I think JU is more useful for Flings.Heff wrote: I would still take block over JU any day of the week.
Also dont make the Jump Up roll, use Blitz then no roll is required.
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Re: Halfling Tactics, Help!
My experience on taking Grab, MultiB as first skills is that people just dodge from you leaving you with skills you seldom use since you either have only one player to hit(which will be a nobody if your opp is any good) or you have to blitz in wich case neither of the skills is usable(unless the opp has SS).
Better Break Tackle, Grab as stated. And the beauty of Break Tackle is that it works even when you don't use it. suddenly the op need two welplaced players instead of one to hinder you tree and if that's not possible, the tree has a possible blitz range of 4 squares in every direction, that's a big chunk of field. And even if you think that's it's too risky to do, he has to assume you might do it.
The Beasts have a Block, BT, JU tree. People avoid him, sometimes even when they outstrenght him. They see the AV 10 and JU and think, What's the point.
When he does go down, my opps usually don't take into account my JU which give a nice surprise
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I just wish they could take Tentacles(Vines?) that would be something.........
Better Break Tackle, Grab as stated. And the beauty of Break Tackle is that it works even when you don't use it. suddenly the op need two welplaced players instead of one to hinder you tree and if that's not possible, the tree has a possible blitz range of 4 squares in every direction, that's a big chunk of field. And even if you think that's it's too risky to do, he has to assume you might do it.
The Beasts have a Block, BT, JU tree. People avoid him, sometimes even when they outstrenght him. They see the AV 10 and JU and think, What's the point.
When he does go down, my opps usually don't take into account my JU which give a nice surprise

I just wish they could take Tentacles(Vines?) that would be something.........
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