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Poll
Do you play to win?
I Play for blood what's the ball?
14%
 14%  [ 348 ]
I play to win a stun is as good as a cas for me during a drive.
29%
 29%  [ 723 ]
Both, blood and glory for me!
56%
 56%  [ 1405 ]
Total Votes : 2476


chunky04



Joined: Aug 11, 2003

Post   Posted: Jan 30, 2004 - 11:01 Reply with quote Back to top

To add to sourwyrm, always keep in mind the number of turns you have left in the game, so you can make sure you have a player in scoring position. I've lost count of the number of times I've lost the opportunity for a td due to me being a stupidhead this way.

On a related note, if you really want to be a good fumbbler, it's probably best not to browse other sites while playing Smile

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Kattmannen



Joined: Aug 02, 2003

Post   Posted: Jan 30, 2004 - 12:05 Reply with quote Back to top

I have a standard rule for the rookies. Try to get the weaklings off the pitch. I have seen many coaches block and foul ogres and trees and of course those big guys dont mind that much. It takes a lot of players to knock the tree down and when he is down, fouling a 10 av player doesnt look like good tactics.

Block the weakest players so you get some cas. If you have two or three players more than your opponent you are sure to win the game unless you really stink as a coach. When playin weak teams and i can choose a block dice or a push, i choose the block so both goes down, hoping my high av will save my guy and sending the other player off the drive.

Many times you would find it better to have your guys standing though, blocking your opponents path but if you dont why not choose both goes down...
RandomOracle



Joined: Jan 11, 2004

Post   Posted: Jan 30, 2004 - 12:46 Reply with quote Back to top

Delta wrote:


As for caging...well, it all depends on your team. I don't think I have ever seen woodies try and cage. Play to your teams strength.
If you have pace...use it when you get the chance. If not...well, just bash your way along.


I've used the cage sometimes with my woodies, although I do prefer the passing game. There are instances when I don't want to rely on passing, such as when the weather is bad, the opponent has a lot of passblockers, or the opponent has a lot of players with foul appearance. I might also form a cage to protect my ballcarrier if I get the ball deep in my own half and I can't get it to safety in one turn.

Of course, the cage is usually not in place for more than one turn, maybe two turns if I have to run the ball from near my own endzone.
tarzom



Joined: Aug 09, 2003

Post   Posted: Feb 09, 2004 - 10:49 Reply with quote Back to top

More about team development than on pitch tactics:

High AV (+regenerating) teams dont need 16 players.
If your players dont leave the pitch often (or keep coming back) then you dont really need 16 players.
While its nice to have reserves, having lots of players increases you TR/STR so when playing a smaller team with similar TR/STR you will find yourself pitted against players with many more skills (and/or RRs), so they are likely to outclass you.

It also means that mvp awards will be spread around more, so the players will develope slower.

I'd keep it to around 13 and invest in RRs first, when you've got plenty of those you'll probably be getting to a tr of over 200 and will need those extra players.

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Bloodcat



Joined: Dec 11, 2003

Post   Posted: Feb 10, 2004 - 08:34 Reply with quote Back to top

Mine are more general mental things.

M1: Don't take the game serious. Play for fun. This doesn't mean play like a tard, but don't be obsessed. Its easier to win a game if you are relaxed, no matter how many 2 die skulls you roll.

M2: Don't be a jerk. Fun people make for fun games. Angry people tend to foul just because they are cranky...

M3: Being sneaky can be effective. Plus fouling a lot against a team who have an endzone camper who refuses to score does amazing things for making them quit their stalling.. These sorts of mindgames can do amazing things for your team.

M4: Team/Coach/Luck Rating don't mean as much as you might think. Never underestimate your opponent, or yourself. Anything can happen!
DreadClaw



Joined: Nov 17, 2003

Post   Posted: Feb 10, 2004 - 09:35 Reply with quote Back to top

Play the race you like to play.... dont play high av teams if you want movement, dont play speed teams if you dont like your players to get hurt (a lot)
And most importantly.... allways stay lighthearted about your players, dont get attached to them... (a rule i have failed... on a halfling! *sob*
poi66



Joined: Aug 16, 2003

Post   Posted: Feb 10, 2004 - 10:37 Reply with quote Back to top

I was very surprised by the points of Bunypuncher. Could it be that he is not that "no good SOB" he always likes to show... Wink

Also very important: don´t take it to serious - it should be funny for both. There are coaches out there playing the game perfectly, winning percentage of 80% and more - but man - is it boring to play them!

It is much more fun to play a coach who has a game plan, but let the match develope itselve a bit. I rather loose a funny match than win a boring one.

Also the name of this great page is "fumbbl" not "perfect and boring"
BunnyPuncher



Joined: Aug 02, 2003

Post   Posted: Feb 10, 2004 - 16:10 Reply with quote Back to top

poi66 wrote:
I was very surprised by the points of Bunypuncher. Could it be that he is not that "no good SOB" he always likes to show... Wink



Never mistake the love of the boot with a lack of character!

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swilhelm73



Joined: Oct 06, 2003

Post   Posted: Feb 10, 2004 - 21:45 Reply with quote Back to top

BunnyPuncher wrote:
poi66 wrote:
I was very surprised by the points of Bunypuncher. Could it be that he is not that "no good SOB" he always likes to show... Wink



Never mistake the love of the boot with a lack of character!


Maybe you should be Bunnykicker then? Smile
meanandgreen



Joined: Mar 21, 2004

Post   Posted: May 21, 2004 - 12:51 Reply with quote Back to top

Delta wrote:
As for caging...well, it all depends on your team. I don't think I have ever seen woodies try and cage. Play to your teams strength.


then you have never played my offline godsends: I always run my 3 catchers behind enemy lines, pick up the ball with my catcher, cage him with 2 gaurd linemen (not an actual cage though, it's like this:
××× where x is an empty sqaure, 8 is the thrower and 0 are the gaurd
080 linemen, I only do this to survive the blitz in which I always have xxx strength 4, considered they block the thrower, if they blitz the linemen, what do I care, without enemy assists unless they have gaurds too) the turn thereafter I throw to one of my standing catchers, he runs towards the EZ and voila: 2 turn touchdown
Glomp



Joined: Jan 04, 2004

Post   Posted: Sep 08, 2004 - 00:58 Reply with quote Back to top

26) When blocking things try to use your players with block skill first. This helps minimise turnovers. (very important if you've got no re-rolls).

27)Learn to cage with your big bashy team. Essentially make an X out of players where the ballcarryer is the centre and 4 other players (hopefully big ones and/or players with guard) make up the tips of the X. This is a solid formation to base you plans around. This can also be used by elves to move the ball but be sure not to get tied up and have a way to break the players loose next turn.

28)Learn to stall well. If the team your playing can score in the remaining time of the current half see if you can safely stall to cut down on the chances of them getting another touchdown (especially important vs elves and skaven).

29)Download a copy of the rules and memorise them!!! current rules at: http://www.specialist-games.com/bloodbowl/assets/pdf/tlr/LivingRulebook30.pdf

Read them a couple of times to gain a good understanding and until your a big shot, know it all keep a copy handy.

30)Look around fumbbl at the more succesfull teams and look at what skills they have. It'll serve as a good indicator when making and running teams.

31)Learn to think a turn ahead and try to predict what your opponent will do. Have a ready formulated plan if he does what you expect.

32)Learn to 'feint' this is a bit difficult to describe but essentially make your opponent think you are going down one wing where in fact you are planning to go down the other.

With bashy teams you can engineer situations where his players are pressed up against the sidelines with nowhere to go and with elf teams, a pass to the unthreatening lineman in a position to score (rather than the more obvious blitzer/catcher) is a game winner.

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Michael_Warblade



Joined: Aug 02, 2003

Post   Posted: Sep 08, 2004 - 03:06 Reply with quote Back to top

33) never be afraid to stand a guy on the sideline to avoid getting your ball carrier blitzed (you would be surpised how many people sideline 0spp players rather than do a 1d blitz on the ball handler even if he is going to score next turn)

34) never be afraid to foul if it is nessesary (ie the only guy who can blitz the ball handler is prone and it is tied 1-1 foul the guy so he cant get up and you win 2-1)

35) Stalling is a great way to get a numerical advantage next half (especially if your opponent is doing fruitless fouls to attempt to make you score)

36) always have players who are willing to take a hit for the team (use them to tie up BG's/mummies and the opponents best blitzers)

37) people always underestimate the linemen so if you put 2 catchers, 1 blitzer and 1 lineman in your opponents half for the 2 turn score they will almost always mug everyone but the linemen

3Cool really good players on your team can draw half the opponents team to follow them around (especially wardancers and 1 turners) while everyone else bashes and scores vs the few remaining players
AFK_Eagle



Joined: Mar 12, 2004

Post   Posted: Sep 08, 2004 - 06:33 Reply with quote Back to top

39) As much as possible, spread the spp's around evenly to all members of the team, until everybody has a minimum of one skill and preferably two. Intentionally make the effort not to score the easy route (unless it's close to game over and you can win by doing so) with the super-team members, but get the underdeveloped players a chance. At higher TR's, WHEN (not IF) casualties/ko's occur, you'll be glad to have a bunch of moderately developed players than to lose your one super-star and have a bunch of rookies facing a developed team.

40) When coaching skaven, chaos or other teams capable of mutating: Taking the really killer combos of skills, like Claw/RSC/PO, is going to limit severely the teams willing to face you, and the ones who do will target that player for extinction, often forgetting all matters of ballcontrol to take that menace to their own team out. This might make for an easier win for you, but that highly developed player is now kaput. Try taking less-obvious combinations of skills to encourage more playing, yet still being effective; tentacles can keep enemies in range for more blocks each game, rather than having to use the blitz all the time. More blocks=more cas, yet not while being threatening. Alternatively, several players with FA and nary a claw to be seen can encourage even elves to face you (with weaker armor=more cas), yet even they'll have difficulty controlling the ball with all that repulsiveness around, etc.

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Founder of the E.L.F.--These elves will play anybody!
mymLaban



Joined: Apr 20, 2004

Post   Posted: Sep 08, 2004 - 06:41 Reply with quote Back to top

dont foul you will get a ban.
Wombats



Joined: Oct 31, 2003

Post   Posted: Sep 08, 2004 - 07:11 Reply with quote Back to top

Cobblers.

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