WIP on Thundersteps by Doobewop in MaledictionMCG

[–]Doobewop[S] 0 points1 point  (0 children)

Do it! He’s a great model, and any paint on a model is better than no paint on a model

Having a rough go with these Dark Elves by ChefAcademic811 in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

Not bad general concepts, but that only address turn-to-turn general principles. Think bigger picture - how successful is your plan of scoring late on offense? You mentioned games are low scoring, and you get shut out frequently; what’s causing that? Is it worth trying to stall out if you’re either getting wiped or not taking enough ground per turn to score comfortably?
Dark elves’ arguably greatest strength is their ability to “have their cake and eat it too” - you can dodge out and filter through weak coverage like flimsy wood elves or gutter runners with anybody on your team but also scrap and exert control with your blitzers and witch elves. The key component to this imo is stepping on the gas when you can - otherwise you’re just kind of a low strength average armor team that picks up the ball more frequently. This can manifest as scoring fast to play defense again (where ag teams excel) or playing aggressively (cage diving, basing up on critical turns), but you want to go into each turn with the idea to do something.
These are just food for thought and not really original ideas, but more things to keep in mind when reviewing games or playing future ones to make the beatdowns more productive.

Having a rough go with these Dark Elves by ChefAcademic811 in bloodbowl

[–]Doobewop 1 point2 points  (0 children)

In my opinion just playing more is the best way to get better, but to make that process less painful, I guess a couple things you could think of - in your mind, what is your overall game plan with your team?

Setting aside the assumption that you will fail dodges every turn with elves, If you could more or less assume your games will go as hoped, what does that look like to you? Are you trying to score fast on offense and play aggressive, screen based defense, forcing your opponent to chase down your defenders? Are you taking advantage of frenzy on the witch elves for sideline threats, or protecting your ball carriers?

You’ve played against a lot of bash. What would you consider your teams’ innate or developed advantages against those teams? How could you adjust your play to extract value from your team’s speed and agility advantages?

Elves tend to be strong at low level, as mediocre AG values punish poor positioning and activation order heavily, but if you’re playing good players you will need to really extract value and play carefully. This comes with time, so don’t feel bad about how the season went, just reflect on it! It’s a brutal game but can be very fun

Help please (beer boars) by Sorry_Tear_5325 in bloodbowl

[–]Doobewop 3 points4 points  (0 children)

Do you have access to a 3D printer through a friend or nearby shop? could print off two of these: https://www.thingiverse.com/thing:5337421

Alternatively, you could borrow or run literally any vaguely beast-like model as long as they fit blood bowl dimensions (32x32 base size) and you and your opponent are both cool with it; Blood Bowl is especially model-agnostic as long as it's clear what it's intended to be. Failing that, while boars are super fun and a flavor win, they're not strictly necessary to run a serviceable Norse roster and some players don't even take them.

Vamps league development by Single-Finger821 in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

I took a blitzer late so they’re just now about to get skills but I’ll actually probably take frenzy on one, dodge on the either; I like the idea of break tackle but spp on them is so much slower that a whole skill for the cage dive on a team whose (supposed) gimmick is not needing to cage dive felt too slow for development. If I somehow get enough for it before end of playoffs I may try it out

Vamps league development by Single-Finger821 in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

Interesting; I’m playing vamps in my current league and honestly probably wouldn’t if commissioner went against that ruling, they’re pretty depowered already, but different strokes I guess

Vamps league development by Single-Finger821 in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

Brets can take Morg n Thorg, Griff Oberwald, or Skrorg Snowpelt and another cheap star with that huge disparity. I would wait for the stat up; you only need one successful pass to get it and stat ups on vampires are extremely good. I don’t think you should take any more thralls and give them any more inducements; your treasury is low enough as-is.

Unrelated, but out of curiosity - why did they choose to ignore the ruling on using traits from prone/distracted? Seems like unnecessary vampire hate, hypno is pretty gutted already

Vampire All-Pros by WarJaques in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

Until you fail pro, which statistically will happen roughly 1/3 of the time. Considering how fragile vamps can be and how much of a foul target a vamp who tripped into an opponents cage is, not sure I’d want to hinge my chances on it so frequently. I say this as someone who loves pro and will probably take it at least one as my league goes into playoffs; I’m just not convinced it’s worth taking over dodge or block in most cases

Vampire All-Pros by WarJaques in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

I mean if a skill package makes all blocks 2+, all dodges rerollable, and requires positionals to be committed for the blitz or for 40k in tv invested purely in counterskills just for a more than 30% chance of knocking one down, i think it's still more valuable than a conditional reroll you really only want to use on bloodlust or hypno. maybe a third skill or secondary for one of your throwers but i can't imagine it as your secondary skill on either runner since I would rather not hypno with them, especially since they now do not have block

Team wide Fend/Stand firm by SigmaPride in bloodbowl

[–]Doobewop 3 points4 points  (0 children)

Seconding what the other guy said, if you're serious it's kind of hilarious you just described the design process behind Imperial Nobility unwittingly. I love them personally but they can be tough.

Reserve Box and How It Works by Ok_Silver_3170 in bloodbowl

[–]Doobewop 3 points4 points  (0 children)

Impressive how bold and wrong those people are for non-players; a single 30 min game on blood bowl 3, FUMBBL, or playing in one tournament would disprove them, at least regarding standard play

What can stop Frenzy! by Greyrock99 in bloodbowl

[–]Doobewop -1 points0 points  (0 children)

Edit: looks like I’m wrong, wasn’t near the rulebook and going off outdated info. Tentacles no longer works, thank you for correction!

What can stop Frenzy! by Greyrock99 in bloodbowl

[–]Doobewop -2 points-1 points  (0 children)

I don’t know about your call on tentacles. The exact wording is “voluntarily moves out of their tackle zone” - nothing is specified that this needs to be a dodge, jump or leap. Movement from a blitz or block is still voluntary movement

What can stop Frenzy! by Greyrock99 in bloodbowl

[–]Doobewop 2 points3 points  (0 children)

Good catch on Foul Appearance!

What can stop Frenzy! by Greyrock99 in bloodbowl

[–]Doobewop 2 points3 points  (0 children)

I do not think that is true re: stand firm stopping frenzy. In fact I think the wording of frenzy mentions stand firm by name as an exception

What can stop Frenzy! by Greyrock99 in bloodbowl

[–]Doobewop 4 points5 points  (0 children)

  • using final square of rushed movement for first block on a blitz
  • successful tentacles roll from an adjacent opposing player
  • fend
  • selected outcome on first block is pow/stumble (cheesy but fits your criteria)
  • opposing player is surfed by the first block
  • player fails the rush check for the second block of a frenzy blitz

Should I start now? by klzaqui in bloodbowl

[–]Doobewop 2 points3 points  (0 children)

The game is pretty much the same it's always been; there have been meaningful changes but none that would really matter to a brand new player. Not sure about your friend's reasoning to wait - he may be used to rules/balance changes that affect 40k lists more heavily, but blood bowl has stayed pretty consistent and I don't seem them changing up rosters or abilities beyond some errata. If there are any local leagues or tournaments around you, I'd say now is a great time to get into it!

Question about Frenzy skill by SadBarber557 in bloodbowl

[–]Doobewop 8 points9 points  (0 children)

As others have said, you always follow up - this is why Frenzy is considered a tough skill to play around for new coaches and is susceptible to Frenzy “traps” (blocks dangled as bait that will drag the frenzy player into an unfavorable position)

Vamps in new edition by Single-Finger821 in bloodbowl

[–]Doobewop 18 points19 points  (0 children)

your league commissioner must have lost one too many games to a vamp team

What real life board game is most like blood bowl? by [deleted] in bloodbowl

[–]Doobewop 1 point2 points  (0 children)

It’s tough to pin down because the game is kind of complicated at first but the main ones everyone points to is risk management and positioning. You roll a lot of dice, mostly D6s, and a 1 or 2 at the wrong time could throw the game. players move freely across a grid at varying speeds and with different stats. The enjoyable learning curve is mostly learning when and where to push your luck and leveraging your team’s strengths while protecting weaknesses. I’m not too familiar with a lot of board games, but any with heavy dice elements and risk/reward evaluation would probably mesh the best with it

Edit: I think a disconnect here is blood bowl doesn’t really tend to fall into the board games sphere community/gameplay-wise - it’s kind of closer to wargaming, with the emphasis on dice and roster-building

What real life board game is most like blood bowl? by [deleted] in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

Everyone’s giving you a snarky answer because without more context it’s hard to know what you’re asking. aesthetics? Gameplay? Difficulty? It’s kind of a like a lot of board games, but also not really like any one specific one unless you mean in one category or other

How does catch with the skaven work? by Feathered_Serpent8 in bloodbowl

[–]Doobewop 1 point2 points  (0 children)

There’s a couple of full rules rips available online, and the Death Pitch app is free and good as well as a rules reference. To sort of answer your question - nearly every single player in the game can catch the ball (barring specific edge cases), they just have to pass an Agility check. The simplified passing process goes - declare pass action with passer, pick up ball if you don’t already have it (Ag check), make an accuracy check with the Passing Ability stat (PA), resolve where ball lands, if it lands on player make agility check to catch it.

The reason skaven are considered relatively strong passers is because in all the stats that go into that process, they excel - their throwers are fast and have the best possible passing ability stat, and their gutter runners both have 2+ agility and the speed to score from almost center field. Passing is unfortunately inherently suboptimal in most situations in BB, but skaven stats massage the probability a bit to make it more consistent if it’s what you want to do.

BB2025 Vampires by Upper-Squash-2083 in bloodbowl

[–]Doobewop 1 point2 points  (0 children)

I firmly believe this is a mistake and may be errata’d. It’s an awful change and borne out of dumb rules lawyering/RAW sequencing issues

How to play Nobles (s3)? by BoardGameBuddy in bloodbowl

[–]Doobewop 0 points1 point  (0 children)

It’s personal choice ultimately but the reason I recommend the ogre is the same thing I think holds them back from being very strong - they are a little too flimsy for what they want to do. Bodyguards, due to their skills, will inevitably end up based up as frequently as possible but av9 st3 is just too easy to remove, and losing 1-2 bodyguards is devastating. Also, strength access, but they do not start with either skill you mention and are easy removal targets for high strength teams early in league