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Webbe



Joined: Aug 13, 2003

Post   Posted: Apr 28, 2006 - 09:18 Reply with quote Back to top

Good post Bigmac, I agree with you.
heinz wrote:

In a tourney/cup game of some significance I'd certaintly consider using apo early on a key player even if on bh'ed. In ranked never, because my priorities are with team building. If you look at the game isolated of course a bh and a rip has the same impact.

Strange, my reasoning is the opposite. In ranked my priorities is to win always, no matter the cost of the team. But in a league (not KO) you have to play less agressive though so your players don't die so you can win in the long run.
Laviak



Joined: Jul 19, 2004

Post   Posted: Apr 28, 2006 - 09:20 Reply with quote Back to top

Guys, it would be nice to keep this topic to the tactics of fouling / how to prevent fouling being effective. The issues of whether fouling is a good or bad thing to do, and whether dirty player is overpowered have been discussed many times, and aren't really the point of this topic.

tbh, this is the first topic on tactical fouling that i've really seen (every other time there is a mention of tactical fouling it's half way down one of those other threads...) Very Happy

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veron



Joined: Aug 02, 2003

Post   Posted: Apr 28, 2006 - 09:31 Reply with quote Back to top

Veterans surely know about this, but for the rookie coaches, there is also an PDF article on fouling game on GW's specialist-games.com:

http://www.specialist-games.com/assets/bootin.pdf

All the Blood Bowl articles are listed in:

http://www.specialist-games.com/bloodbowl/articles.asp
Flynn



Joined: Aug 02, 2003

Post   Posted: Apr 28, 2006 - 16:46 Reply with quote Back to top

i think the "camping" of bloodbowl is one turn scoring with 10 ma sprint sure feet
thats the only truly undefendable tactic
fouling can be prevented or at least blunted through smart play, but the defense against one turners is to set up a bad defense that has a tacklezone wall in front of the endzone

fouling is powerful, but i wouldnt rank it up there with camping

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BigMac



Joined: Dec 19, 2004

Post   Posted: Apr 28, 2006 - 16:50 Reply with quote Back to top

There is the rule of eleven. Just try to stall the game and "kill" the one turner. Thats the defence.
stormmaster1



Joined: May 26, 2005

Post   Posted: Apr 28, 2006 - 16:58 Reply with quote Back to top

There is also the rule of ones. Make your opponent roll ones. That's a good defence.
destroyer_dabes



Joined: Jan 27, 2006

Post   Posted: Apr 28, 2006 - 17:30 Reply with quote Back to top

how about a full line of tackle/diving tackle? Well, I guess only half of it would need thes skills...
Plorg



Joined: May 08, 2005

Post   Posted: Apr 28, 2006 - 18:17 Reply with quote Back to top

As for not getting knocked down, there is the general advice of maximizing outgoing blocks while minimizing incoming blocks.
While playing your turn, try to leave as few players as possible next to standing opposing players.
This will reduce the number of blocks that your opponent gets to hit you with on their next turn.
Their blitz counts as one block. If none of your players are standing next to opposing players who are also standing, then their team doesn't get any other blocks and all they have is their one blitz.
(Note: Jump Up players count as standing)

Of course, necessity dictates that some opposing players be marked due to their threat level for ball-stealing or proximity to your end zone.
Try to over-mark the scoring threats (who are often low ST) by putting several players' TZ on them.
Try to loosely herd the bashing threats (not touching them but one space away) to limit their movement/force dodges to get past you.
If done well, the only blocks the other team gets are from their scoring-focused dashy players, and they only get one blitz action for all their damage-focused bashy players.
amstar34



Joined: Jul 25, 2004

Post   Posted: Apr 28, 2006 - 18:46 Reply with quote Back to top

I disagree with using team value. Currently, a player's SPP's count against your team. This is like a player asking for more money because of his past accomplishments. Realistically, only his current skillset has any value to the team. This is like the coaching staff evaluating a player during training camp and throughout the season.
Having over and underpaid players in the system adds to the team management side of the game! I enjoy this realism and think that deviating from it would weaken the "Legend" status because teams would be able to produce many more of them because they don't "hurt" your team when trying to find fair matchups.

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BigMac



Joined: Dec 19, 2004

Post   Posted: Apr 28, 2006 - 19:16 Reply with quote Back to top

You mixed up the topics apperantly.
http://fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&t=8010
DrDiscoStu



Joined: Feb 20, 2006

Post   Posted: May 04, 2006 - 15:12 Reply with quote Back to top

It is fairly obvious that Dirty Player is a little overpowered and can be used to really demolish teams when there are multiple dirty players on teams, particularly with teams like Khemri when 30k 6SPP's can yield one.

The best defence is to refuse to play people that have more than one dirty player. No harm done, you find another.

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Furious_George



Joined: Aug 13, 2005

Post   Posted: May 04, 2006 - 15:15 Reply with quote Back to top

Be aware, if you take wardancers you will be fouled. This is just a fact of bloodbowl Smile

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BigMac



Joined: Dec 19, 2004

Post   Posted: May 04, 2006 - 15:20 Reply with quote Back to top

Refusing to play against Dirty Player is plain simple cheating.

By refusing to play against Dirty Player, you effectively choose to play with a diffrent rulebook than everybody else, a rulebook that does not include Dirty Player.

So while all other teams have to prepare a strategy against fouling, you don't have to. You can develop your team even more towards it's strength because you don't have to use up team development resources to make them better protected from fouls.

This creates an imbalance within the open league.

In short: get your own dirty player and other protective skills, and realize that attrition is a core concept in blood bowl. Try to take out opposing players that are a threat to your own players well beeing as fast as possible, even if that requires you to stall a couple of turns or prevents you from scoring a touchdown.

I foul as evil as possible in order to win my games. And i can honestly say that good coaches rendered my dirty players almost useless by playing plain simple damn good blood bowl.
sk8bcn



Joined: Apr 13, 2004

Post   Posted: May 04, 2006 - 15:36 Reply with quote Back to top

BigMac wrote:
Refusing to play against Dirty Player is plain simple cheating.


I refuse to play Danes, do I cheat?

No seriously, it's not cheating. If it was, 90%(cough cough, I decided that it was 90%, I may be wrong :p) of the players were cheaters.

Hi your blodge elves low AV vs my MB guard dorfs.
elves=>cheaters? they develop a way that favourise the game vs non tacklers and avoid them.
dorfs=>Cherrypickers? they have the perfect combination of skills to beat the elves.

Hi my blodge elves vs my tackleless chaos.
Chaos=> cheaters? they don't want to play because the don't pick tackle to play bashers
elves=> cherrypickers

Hi my 3 DP khemri team vs your DPless humans?
Khems=> cherrypickers? they don't exactely need 11 players on the pitch, will be able to foul a lot (probably 3 fouls par half) and clean the pitch
humans=> cheaters? they don't want to play those khemris with 3dp.

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torsoboy



Joined: Nov 23, 2004

Post   Posted: May 04, 2006 - 16:02 Reply with quote Back to top

If at all possible, screen your good players with linemen so they can't get blitzed directly, or at least make it an unfavourable block. The key to keeping starplayers alive are the rookies of your team. Two players can already cover 6 spaces horizontally/vertically when put two spaces apart. For example, if you're playing with a Necromantic team you would most likely want to blitz with the werewolf, as it is your hardest hitting player. Rather than leaving the werewolf in enemy territory after the block(s), retreat behind a screen of zombies (or other players).

edit: now with screenshots!

Image
Werewolves are easily one of the best early players available on any team, so they are big targets for dirty players. The key to keeping them alive yet useful is to protect them from getting hit at all.

Image
Now, we're going to use the Frenzy ability on the werewolf to push that human lineman into the crowd.

Image
Afterwards, the werewolf retreats safely behind the flesh golem and wight!

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Last edited by torsoboy on %b %04, %2006 - %16:%May; edited 1 time in total
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