@ mattsslayer
I prefer frenzy over grab for most MA 6 or better (C)POMB, but grab for big guys like the treeman and some other S but no G acces players. Frenzy basicly gives you an always succesfull pro reroll, except against skulls and those you dont want to rely on pro anyways.
@Sage,
nice writeup I think aside from the mandatory skills block and G and Guard on S, most skills are actually specialistic, and knowing synergy is usefull for that.
There is the general sense that blodge is good, and thats something worth knowing
But it could also focus more on the part after the basics where specialist roles with lot of skills come in. You wrote it for Tv maniging leagues and thats understandbly excellent. If you dont hve to manage that, well that part might be a bit lacking, as understandable as that is, since its your core to your mission.
just a few comments then on what you did wrote.
Dont take block AND wreste. Normally something i agree with, also like dont take wrestle on your designated ballcarrier. Sound advice, but also give the exceptional situational insights that people can learn from, like a darkwelf runner with its standard dumpoff could do with wrestle in the case that you dumpoff to the attacker, and if he throws a 2 dice skull or both down, its a turnover. or note that juggernaut on a cpomb means that wrestle (and fend) have no more effect during a blitz, and this means you suddenly are without blockprotection and simply go down faster. or when you have block and the other attacker (with block) has the ball but makes a both down result,e.g. on the blitz to make a touchdown, suddenly he is faced with a turnover.
Would i take block and wrestle, probably not, but its worth thinking about the possibility and know from there how you would like to proceed.
on a block dodge but no sure hands player a wrestle, strip ball, tackle player with always get the ball lose except on skulls.
jump up norse blitzers with pobm tackle guard and the basic frenzy, jump up(mentioned already) really are good beyond comparison(for the easy of building up), as you will know when we pay game 8.
but overall its not a skill you would give on a double. in fact i might be tempted to give out frenzy before jump up.
jumpup is good against a few things not specificly mentioned, namely as anti fouling. normally you will stunn a player before trying to do piling on, so normally you are on the ground and the other player is stunned, but its rare to have other players still standing next to your hitter when his turn comes again, except ofcourse in the case of a small foul.
Thick skull is an unmentioned skill thats very very good against fouling making much sense if you guard the grounded/prone player well enough(and/or have multiple of the beasts, so it becomes more or less pointless and dangerous to your own winchances)
i consider anything but the mainstay to be annoyance skills. most people dont really expect them, so they might slip under the rader, and work their magic, but its not somthing to be counted on.
having said that, i am reminded that both theams having all block is not going to help either team much, but a few different skills there might, so variaty is the spice of life, and the key to success for a bloodbowlcoach. No the key needed is how much of it is needed, and to that you have given a good start
things like the above give food for thought and should be maybe entered seperatly but again its worth thinking about it.
also i want not intending to write this much down, and i am unsure if its of any help, but i admire your skills and style of presenting and the time you take for bb so the least i could do is drop a line here