Rolled double for rookie mummy, what to take?
- DoubleSkulls
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Wow, alot of good feedback here.
Hmm.. Maybe i should tell you how i normally play defence first so it will be easier to give me advice. Keep in mind that im a new player so there might be flaws and in wich case i would appreciate feedback on that too.
2 mummies with a zombie between them form the scrimage, all spaced apart one square.
3 skellies and a wight form the "wings". They form a curve that curves away from the scrimmage line.
2 wights close behind the wall and a little to the sides so they can assist either if the zombie or (Nuffle forbid) a mummy goes down. But they can easily assist on the wings too.
1 wight and a ghoul stands far back, ready to assist or create tacklezones on any runners.
When i have the ball, the mummies doesnt really take part in any cage.. they just rock up the midfield and keep as many players down as they can. Normally they dont move around too much but if opponent didnt try to bind them up, they would.
Normally i use the mummies to create a breach on either side by pushing and following up. Depending on my opponents setup i sometimes try to knock down any center, the one that would be facing my silly zombie. and use a wight to run and blitz a hole together with the zombie. 2 other wights follow up and protect the ball carrier (either a wight or the ghoul).
With this in mind i think im gonna go for the stand firm skill and get blodge as fast as possible.
I like the DT thing but i think it has to wait. Havent played all that many dodgy teams yet, so i guess i am biased. Either its that or its becuase my buddys Norse team (with a mino) kept pushing me around yesterday and i didnt like that at all.
Another question... i got a touchback and gave the ball to a mummy and formed a cage around him with wights. is that sane? I guess it was at that time, since he scored ( other coach didnt have many players left in second half) but would anyone normally do that?
Hmm.. Maybe i should tell you how i normally play defence first so it will be easier to give me advice. Keep in mind that im a new player so there might be flaws and in wich case i would appreciate feedback on that too.
2 mummies with a zombie between them form the scrimage, all spaced apart one square.
3 skellies and a wight form the "wings". They form a curve that curves away from the scrimmage line.
2 wights close behind the wall and a little to the sides so they can assist either if the zombie or (Nuffle forbid) a mummy goes down. But they can easily assist on the wings too.
1 wight and a ghoul stands far back, ready to assist or create tacklezones on any runners.
When i have the ball, the mummies doesnt really take part in any cage.. they just rock up the midfield and keep as many players down as they can. Normally they dont move around too much but if opponent didnt try to bind them up, they would.
Normally i use the mummies to create a breach on either side by pushing and following up. Depending on my opponents setup i sometimes try to knock down any center, the one that would be facing my silly zombie. and use a wight to run and blitz a hole together with the zombie. 2 other wights follow up and protect the ball carrier (either a wight or the ghoul).
With this in mind i think im gonna go for the stand firm skill and get blodge as fast as possible.
I like the DT thing but i think it has to wait. Havent played all that many dodgy teams yet, so i guess i am biased. Either its that or its becuase my buddys Norse team (with a mino) kept pushing me around yesterday and i didnt like that at all.
Another question... i got a touchback and gave the ball to a mummy and formed a cage around him with wights. is that sane? I guess it was at that time, since he scored ( other coach didnt have many players left in second half) but would anyone normally do that?
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- Grumbledook
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well mummies are really slow, which can be a really hinderence, but they are st5 which is great, but unless they at least have block i wouldn't bother. I would rather the ball was on a blodge ghoul, only going to go down on one dice result unless the opponent has tackle. If you keep the ghoul protected not much he can do to get at him, has to be very lucky. Also the ghoul can break out of the cage and run to the end zone from a lot further back than a mummy can due to his 4 extra squares of movement.
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Firstly smart move, with the new skill/trait split one should never ignore a double.
Blodge is funny as pointed out by Thadrin however is not the best with regards to overall team effect.
Nagash suggested the "ultimate sticky player" and a very much agree with this. Try running an elf team and dodging away from the Kroxigor (prehensile tail) for a similar nuisance. However, the stand firm is also tempting. Next skill is break tackle you can then get the ST5 into the scrum for the ball without going down, the disadvantage of diving tackle. Placing a tackle zone that almost noone can get rid of.
The extra benefit is noone can push him clear of people they'll have to dodge away. For the undead the mummy should really be used as an anchor one side or the other for a push down the wings. Thus keeping him up and in the other teams way is essential. This also follows how you seem to use the mummies. Go for Stand Firm then Break Tackle.
Finally, for the scoring with the mummy I say if you have the time go for it. In a cage he is almost untouchable, just be sure to keep the rest of the age working hard to roll at least 2-3 squares a turn. But, contrary to Grumbledook's suggestion the difficulty of breaking this play is not the reason for it. It is to get the mummy more spps. 3 for TD, 2 for CAS. One may get several CASs in a drive though vs 1 TD. So maybe if you use him to blitz out of the cage each turn before reforming around him you'll get the best of both worlds.
Blodge is funny as pointed out by Thadrin however is not the best with regards to overall team effect.
Nagash suggested the "ultimate sticky player" and a very much agree with this. Try running an elf team and dodging away from the Kroxigor (prehensile tail) for a similar nuisance. However, the stand firm is also tempting. Next skill is break tackle you can then get the ST5 into the scrum for the ball without going down, the disadvantage of diving tackle. Placing a tackle zone that almost noone can get rid of.

The extra benefit is noone can push him clear of people they'll have to dodge away. For the undead the mummy should really be used as an anchor one side or the other for a push down the wings. Thus keeping him up and in the other teams way is essential. This also follows how you seem to use the mummies. Go for Stand Firm then Break Tackle.
Finally, for the scoring with the mummy I say if you have the time go for it. In a cage he is almost untouchable, just be sure to keep the rest of the age working hard to roll at least 2-3 squares a turn. But, contrary to Grumbledook's suggestion the difficulty of breaking this play is not the reason for it. It is to get the mummy more spps. 3 for TD, 2 for CAS. One may get several CASs in a drive though vs 1 TD. So maybe if you use him to blitz out of the cage each turn before reforming around him you'll get the best of both worlds.
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I had exactly the same problem with my Undead team, The Rottingham Raiders. I chose for Stand Firm, which I will combine later with Block (already have that) and Guard to make a LoS monster.
My other Mummy has a movement increase; it's always nice to see the opponents face, when a Mummy stands up and immediately revenges himself; without a going for it, and block also; he will soon gain the guard skill as well. Just think of my LoS then, huh...
My other Mummy has a movement increase; it's always nice to see the opponents face, when a Mummy stands up and immediately revenges himself; without a going for it, and block also; he will soon gain the guard skill as well. Just think of my LoS then, huh...
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Stand Firm!
Dodge, cant really see it being that great a skill for a Str 5 Mummy really, with that AG your not going to try actual dodging surely? And a lot of people just wont block a mummy unless they REALLY need too, so that countereffects the Dodge on the dice roll
So i say SF
Dodge, cant really see it being that great a skill for a Str 5 Mummy really, with that AG your not going to try actual dodging surely? And a lot of people just wont block a mummy unless they REALLY need too, so that countereffects the Dodge on the dice roll
So i say SF
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- Grumbledook
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- DoubleSkulls
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As Grumbledook said Stand Firm is better. Not only does it have a similar effect to Side Step but it means you can't fail a dodge. So if moving you may as well try for that 6 dodge as you can't fall over.Kri wrote:Perhaps Side Step. That would be really annoying.
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