7 3 4 8 beastman rolls a double...
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7 3 4 8 beastman rolls a double...
Here's the team:
http://fumbbl.com/FUMBBL.php?page=team&team_id=708222
I use him both to pass and grab the ball once I pick it up once I got out of my opponent's hands.
What would you recommend? I'm very tempted by dump off or nerves of steel, but he also needs to survive so dodge would help him in that respect.
Or another skill?
Thoughts?
http://fumbbl.com/FUMBBL.php?page=team&team_id=708222
I use him both to pass and grab the ball once I pick it up once I got out of my opponent's hands.
What would you recommend? I'm very tempted by dump off or nerves of steel, but he also needs to survive so dodge would help him in that respect.
Or another skill?
Thoughts?
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- Jeremiah Kool
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Re: 7 3 4 8 beastman rolls a double...
Dodge. Dump Off and Nerves don't get used that often to be worth the TV, IMO.
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- besters
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Re: 7 3 4 8 beastman rolls a double...
On a normal roll I would give him block, but would go dodge on the double, assuming as he is the ballcarrier block will not be that far away.
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Re: 7 3 4 8 beastman rolls a double...
Dodge.
As an aside: I would drop 1 rr , the cheerleader and the assistant coach, your new TV would be 1680 (no Spiralling Expenses and less bloat).
If you want to take Tentacles, take it on a ST 5 warrior, ST 4 is too low.
As an aside: I would drop 1 rr , the cheerleader and the assistant coach, your new TV would be 1680 (no Spiralling Expenses and less bloat).
If you want to take Tentacles, take it on a ST 5 warrior, ST 4 is too low.
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Re: 7 3 4 8 beastman rolls a double...
Dodge. No doubt about it.
I had a similar beastman but he, instead of blitzing an orc blitzer off him and scoring a T8 TD, rolled double both down, reroll both down, dodge 1, RIP, apo fail. Good times!
I had a similar beastman but he, instead of blitzing an orc blitzer off him and scoring a T8 TD, rolled double both down, reroll both down, dodge 1, RIP, apo fail. Good times!
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Re: 7 3 4 8 beastman rolls a double...
Dodge it is then! Thanks everyone.
However, I've been rolling an average of 2-3 double skulls and as many skulls-pow/skulls on guys without block per game since I came back to online BB 8 months ago - and obviously I only reroll dice when they are important, not every time they fail.
So unfortunately, the typical wisdom about RRs and support staff is not enough for my sh!t luck.
Thanks for pointing that out. You did something similar a while ago and as a result of your sensible advice I decreased my RRs from 5 to 4, and my AC and CLs from 2 to 1 each.MattDakka wrote: As an aside: I would drop 1 rr , the cheerleader and the assistant coach, your new TV would be 1680 (no Spiralling Expenses and less bloat).
If you want to take Tentacles, take it on a ST 5 warrior, ST 4 is too low.
However, I've been rolling an average of 2-3 double skulls and as many skulls-pow/skulls on guys without block per game since I came back to online BB 8 months ago - and obviously I only reroll dice when they are important, not every time they fail.
So unfortunately, the typical wisdom about RRs and support staff is not enough for my sh!t luck.
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Re: 7 3 4 8 beastman rolls a double...
Slight variation on Matt's advice:
1) Tentacles is a spam skill. 1 ST 4 tents is useless. 5 (mino) is a royal pain to deal with for Elves. If you want to go for a tent heavy build though, go with Nurgle. It suits them a lot better.
2) You said it yourself; you are rolling 2-3 double skulls a game. Why do you need 4 rerolls then? You shouldn't be throwing blocks where a double skull stuffs you. The first 2 or 3 blocks of your turn should be devoted to securing the position. Once that's secure, you can spam the 2d's away. The fact is, a turnover should not be a lost game. Those of us that recommend low RR's don't roll less double skulls than you, we just don't throw as many blocks in compromising positions.
Always secure the ball (or your position) before you start spamming the 2d's. As you are finding, a 2d with block is not an 'auto-success'. Every one you throw is a reasonable risk, and should be treated as such.
1) Tentacles is a spam skill. 1 ST 4 tents is useless. 5 (mino) is a royal pain to deal with for Elves. If you want to go for a tent heavy build though, go with Nurgle. It suits them a lot better.
2) You said it yourself; you are rolling 2-3 double skulls a game. Why do you need 4 rerolls then? You shouldn't be throwing blocks where a double skull stuffs you. The first 2 or 3 blocks of your turn should be devoted to securing the position. Once that's secure, you can spam the 2d's away. The fact is, a turnover should not be a lost game. Those of us that recommend low RR's don't roll less double skulls than you, we just don't throw as many blocks in compromising positions.
Always secure the ball (or your position) before you start spamming the 2d's. As you are finding, a 2d with block is not an 'auto-success'. Every one you throw is a reasonable risk, and should be treated as such.
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Re: 7 3 4 8 beastman rolls a double...
I'm glad my advice was useful.JJB wrote: Thanks for pointing that out. You did something similar a while ago and as a result of your sensible advice I decreased my RRs from 5 to 4, and my AC and CLs from 2 to 1 each.
However, I've been rolling an average of 2-3 double skulls and as many skulls-pow/skulls on guys without block per game since I came back to online BB 8 months ago - and obviously I only reroll dice when they are important, not every time they fail.
So unfortunately, the typical wisdom about RRs and support staff is not enough for my sh!t luck.

Luck, (good and bad) affects everybody equally over time, so don't think to be persecuted by unlucky rolls.
Bad streak of rolls and Nuffled matches happen of course (I rolled seven double skulls in a match!), but most of the matches you play will have an average luck (thus 3 rr are enough most of times), so, ever try to secure your position first, plan ahead for failure and ask yourself if the next block is really worth of it, in some situations it's better not to block.
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- mattgslater's court jester
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Re: 7 3 4 8 beastman rolls a double...
If you want to go mad, Leap and long legs!
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Re: 7 3 4 8 beastman rolls a double...
This! A thousand times this!Smurf wrote:If you want to go mad, Leap and long legs!

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Re: 7 3 4 8 beastman rolls a double...
7348 Horns, Dodge. The name for such a player is a "Beastelf".
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Re: 7 3 4 8 beastman rolls a double...
I don't agree about luck hitting everyone equally. Everyone gets their distribution of good and bad rolls, but not all strategies use TRRs the same way or expose themselves to the same kind of risks. Moreover, it's really overgeneralizing to call more conservative play inherently "superior" to freer play, at least in all cases: there is reward to consider along with risk, and a well-placed TRR can be a really powerful thing for, say, zone-blocking styles, where all the failure odds are small, but there are enough shots at it that inopportune doubleskulls can be a killer. I'd submit that nobody needs four TRRs with a bash team that doesn't make many hard rolls (I'm about as block-intensive as it gets, and 3 TRRs is usually enough for me), but your sense of risk, space, and strategy, and your team's level and style of development, can definitely be the difference-maker between 2-3 TRRs and 3-4, or for teams like Vamps and Slann maybe even 5.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: 7 3 4 8 beastman rolls a double...
I was talking about the mere dice roll distribution over time.mattgslater wrote:I don't agree about luck hitting everyone equally. Everyone gets their distribution of good and bad rolls, but not all strategies use TRRs the same way or expose themselves to the same kind of risks.
Of course some teams like elves, skaven, slann and the joke teams rely more on risky actions, often 1 die actions thus more prone to bad luck than the 2 dice approach of the bash teams, on the other side risky actions have often a high reward to make up for their higher chance of failure.
Anyway, back on topic: for a Black Box Chaos team 3 rrs are enough.
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- spubbbba
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Re: 7 3 4 8 beastman rolls a double...
It is common to forget the “always succeed on a 6 rule” and assume that low agility and/or negative modifiers make crazy plays impossible. But with a re-roll any D6 action will succeed almost 1in 3 times. So a mummy dodging into 8 tackle zones for a 2D is certainly worth a go if success will win you the game and failure will still leave your defence intact.
Too many bash teams in leagues like MM or B are afflicted with “2Ditus”. Their sole tactic revolves around player removal, maximising 2D blocks with their most damage inflicting players. I see many who don’t have a clue how to play against a full strength opposition or when down in numbers. So re-rolls can give your team an extra edge and are far better than skill re-rolls like catch or pass since you can use them for more, even re-rolling late pushes.
Too many bash teams in leagues like MM or B are afflicted with “2Ditus”. Their sole tactic revolves around player removal, maximising 2D blocks with their most damage inflicting players. I see many who don’t have a clue how to play against a full strength opposition or when down in numbers. So re-rolls can give your team an extra edge and are far better than skill re-rolls like catch or pass since you can use them for more, even re-rolling late pushes.
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