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Completed Blood Bowl: The End

Who is the Codex's Pre-Season MVP?

  • Jaedar

    Votes: 0 0.0%
  • stabby

    Votes: 0 0.0%
  • Angelo85

    Votes: 0 0.0%
  • Gondolin

    Votes: 0 0.0%
  • eklektyk

    Votes: 0 0.0%
  • LundB

    Votes: 0 0.0%
  • good little toastboy

    Votes: 0 0.0%

  • Total voters
    14
  • Poll closed .
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Ulminati

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New chaos team. No troll. 3CW. Time for SMASH!

That game should be a complete walkover.
 

RK47

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i assume an ogre purchase is warranted?
 
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Ulminati

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The longer you delay in getting the Ooger™, the more players on the enemy teams will have block/dodge, making it harder for him to score cas and skill up. The big guy doesn't really shine until he has guard. (although if he rolls doubles, block, then pro are better picks)
 

RK47

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I guess. Might be good to not break the chaos team too much, so the future opponents will have tougher time beating them, leading to point attrition.
 

RK47

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Here's the current division 4 standing:

04.jpg


Every team has played a game except for The Banned (Nec) & 8 Eyes (Uwd)
Unless Necro has bad luck, the fresh Underworld (TV 900) should fold easily after a few casualty. That'll put us on 4th place by virtue of reverse (?) Alphabetical Order higher TV after Match Day 1.

Our division's results:
03a.jpg


Changer of Minds (CHA) losing to Fursecution (SKA) team 3-1 is well within expectations - Chaos should continue the losing trend till they get some decent block spams going. But at least they scored some injuries to soften up the rats a bit, a Gutter Runner losing a point of STR after his first game. Ouch.

Here's a detailed write up by the Skaven's coach:
You know those games where you win but you are still yelling profanities at the monitor because Nuffle is giving you some of his special sauce? Yeah, just had one of those. To be fair to Fildrigar, he also had plenty of opportunities to yell at his monitor too.

This was a comedy of errors, first action turnovers and horrible dice rolls at both ends. The winner was going to be whoever ended up managing to not fail dice rolls the most.

The Chaos team kicked the ball off the pitch so I gave it to Cosplay is for Amateurs, my Thrower who was safely tucked away at the back. Meanwhile I had a cunning plan involving the Rat Ogre Secretly A Unicorn making a bit of space in the middle and then Stormvermin wrapping up the wings. For the very first action of the game, Secretly A Unicorn throws a block, gets a push, follows up and then rolls double skulls. Burn a reroll but the loner skill says 'Nuh uh!', SaU hits the deck, KOs himself on the way down and that's my first turn over. The Chaos team take full advantage and swarm my exposed guys but luckily don't manage more than a handful of pushes before running out of time. I modify my cunning plan to one where I draw the Chaos players into a scrum in the middle before breaking the ball out and carrying it out of range. I throw some blocks back and again get a bunch of pushes but that's fine. I'm out-bashed and I don't expect to be knocking down Chaos Warriiors with linemen. I move I Have A Backstory You Know out to get a better line on something and he fails a dodge. I've already used my reroll so that's it again and I've not yet moved my Thrower out of range of the rampaging Beastmen. The Chaos team park a Beastman next to Cosplay Is For Amateurs before kicking the crap out of all the Skaven in reach. Cosplay is For Amateurs tries to dodge away, fails, eats a reroll, fails that and then stuns himself trying to work out just how hard he failed. The ball is now loose deep in my half with no mobile rats in range of it. Enlivened by this display of crapness, the Chaos team injure a Gutter Runner called I Was Born A Dragon You Know, knock down a couple more Skaven for good measure and then grab the ball to walk it over the line for an early score.

We kick off again and my Rat Ogre is still out so I'm down to 9 players vs a full Chaos team. It's a short kick so Cosplay is For Amateurs grabs the ball and scampers back out of blitz range. He's still a bit nervous about the last drive so he goes for it one extra square to get out of marking range too and falls over stunning himself once again. The Chaos team bring their greater numbers and higher strength to bear and take down a bunch of Skaven including a KOd and a stunned linerat. Things go south for them when a block goes bad vs a Stormvermin who remains standing after a both down and the Skaven start to push back. I injure a Beastman with a Gutter Runner Block and then promptly stun a linerat with a failed dodge. The Chaos team swoop in on the ball but fumble it and the rats have half a paw back in the game. Cosplay Is For Amateurs stands up, dodges away from his marker, grabs the ball, dodges again to a clear square and lines up a throw to an unmarked Gutter Runner on the opposite wing. Unfortunately he fumbles the pass, rerolls with his pass skill and fumbles that too. Two more Skaven leaves the pitch when the Chaos team score a Badly Hurt injury on I Have A Backstory You Know and a KO on Let Me Show You My Fursuit. Unfortunately they then fail a GfI trying to get to the ball. Cosplay Is For Amateurs reprises his dodge, pickup, dodge trick from the previous turn, unfortunately he also reprises his fumble, reroll fumble anyway routine. The Chaos team take him down, grab the ball with a Chaos Warrior and then foul him resulting in a Beastman being ejected for unsporting behaviour. I put some markers on the Chaos Warrior with the ball and then get double skulls on a two dice block against him. Luckily he's still double marked so, after clearing away one marker, he still has to make a dodge to score which he fails and that's the first half. I'm 1-0 down and a depressingly large chunk of my team are in the dugouts.

Secretly A Unicorn and Let Me Show You My Fursuit come back which means I'm down to 8 players for the second half, while the Chaos team have nine thanks to an injury and a sending off. I kick short, the Chaos team throw all the blocks they can, knocking down the Rat Ogre and a Stormvermin but not doing any damage. In my turn Yiffy the Gutter Runner makes a couple of dodges, burns a reroll on a GfI to get to the ball and then makes another GfI and a dodge to get to a clear square. Another Gutter Runner is close by to receive the ball but he's been learning to throw by watching Cosplay Is For Amateurs and so the ball is fumbled. A Beastman blitzes Yiffy as the first Chaos action, gets a bad result, rerolls it and they both go down anyway. The ball is loose in the Chaos half and I have a Gutter Runner in scoring range so Let Me Show You My Fursuit comes steaming up the pitch, grabs the ball and throws it to Not Going To Lie, Fur Is Hot who scampers over to the endzone to tie the game.

Now we're both down to 8 players a side and the Chaos team come out swinging but fail to do any damage to the Skaven. They do manage to get the ball safe though. Unfortunately the Beastman with the ball is in blitz range and so a couple of Gutter Runners put assists on him while It's Not A Costume shows him some Stormvermin love. Not Going To Lie, Fur Is Hot sprints in and grabs the ball before running to relative safety with it. I mark up the Chaos players that I can but KO a Linerat in the process. The Chaos team are in a bad spot, I have the ball and their players are tied up, they push a few rats out of the way but fail a GfI trying to get more markers on the ballcarrier. I push away the marker and then romp over the line to take the lead.

The next drive again sees the Chaos team with a slight numerical advantage as 8 rats and 9 Chaos players take the pitch. There are only 4 turns left so it's going to be hard for the Chaos team to equalise and they start badly by getting a turnover on their very first block. The Skaven turn isn't much better as Secretly A Unicorn fails his Wild Animal roll and then You Wouldn't Understand fails a dodge, burns a reroll and still fails, injuring himself in the process. The Chaos team grab the ball and push down the pitch in a desperate bid for a late score but a failed GfI on a blitz leaves the ball carrier dangerously exposed. The Skaven surround the Beastman with the ball, Secretly a Unicorn KOs a Chaos Warrior and it looks as though I have a safe-ish 2-0 win in hand. There is a little scrum forming on one sideline with the ball in the middle, held by a Beastman. I'm confident he can't move forwards but I'm not confident I can get it away from him. Another bad Chaos block however gives me an in and it's Not a Costume knocks down two Beastmen in quick succession - one who threw a block at him and one who he threw a block at. The last of these was the guy with the ball which bounced into the hands of Not Going To Lie, Fur is Hot who slips away, makes a pass to Let Me Show You My Fursuit and that's a third Skaven touchdown.

We have one turn left each, I have 7 players to the 9 Chaos guys on the field. They fluff a block and that's their game over. I throw a few blocks, grab the ball and try a pass for cheap SPPs but that backfires when a Chaos Warrior makes an intercept. The whistle blows and I've won 3-1 despite an utterly awful start to the game.

While a shock 2-1 loss for the Vast Mountain Raiders (ORC) against the Purple Inferno (KHO) may mean they'll get desperate and start going hardcore on their next few games for points.

05.jpg


On paper, they should be the strongest team in the division, but that loss is gonna spur the Raiders harder to win. It's going to be a hard game for Knights vs Raiders on Day 4. I'll be sure to try and score more points so a loss won't hurt us too much on Match Day 4.

Here's the Inferno's coach with the write-up:
Purple Inferno 2-1 over Vast Mountain Raiders. Looking at the Purple Inferno's schedule, which, quite frankly at first glance to me looks AWESOME (all newish teams, not too many heavy bashers), it looked like the Raiders might be the bashiest team we were going to play, and so I started very conservatively, choosing to kickoff (and hope they score early in that half), keeping the bloodthirster off the line on the setup, etc.

The Inferno had a pretty good first half, with zero frenzy fuckups and managed to swoop in amongst the Raiders, KO the troll, knock the ball loose and be clear to score with about 3 turns left in the half. There was stall potential here, but I wanted to ensure at least one score for the Inferno and was not confident about surviving any blocks. So, first half continued, and the troll woke up. In the short number of turns they had left, the Raiders did not get into TD range and were going to attempt a last-turn in the half goblin->troll TD but, wise to that goblin sneakery, the Inferno concentrated their firepower on the troll and though unsuccessful at knocking him down, pushed him a long way from the goblin and basically surrounded.

Second half was a totally different story and basically a complete mess for both sides. The Inferno started with some frenzy fuckups, then the bloodthirster Dis got HAMMERED and was going to MNG with a broken spine or something but the apothecary rushed to the rescue because that's why we bought him, to keep Dis in the game. At one point the saucy Raiders goblin even tried to foul Dis (what optimism!) but the ref saw him and he was ejected.

During all this the Raiders really swarmed in on the Khorne forces and both sides got mixed in amongst one another in a chaotic melee with numerous failed attempts to pick up the ball. This extended ruckus was going to really favor the higher-strength black orcs in the mess if it extended very long, and the Inferno was looking at not only a tie, but a bunch of potential injuries during the fracas. The Raiders eventually got the ball before killing anyone and ran in a TD with about 2 turns left in the game. It was looking like a sure tie now, barring any weird events like extra turns. Both sides were out of rerolls, and so anything else seemed unlikely.

Purple Inferno received, ran one bloodletter up the side, got another in position to take a handoff and run up the other side, and then the pit fighter failed to pick up the ball. Now it surely looked like game over. The orcs took one last turn of blocks, ran a blitzer down to the ball to grab it (but he dropped it) and it was over to the Inferno's last turn and surely the end of the game in a draw.

And then they put their elf suits on. A pit fighter ran around and blocked the blitzer and cleared him from the ball. Then another ran, picked up the ball, ran to the demon who was poised for the previous-turn handoff (one GFI during this), handed off successfully. The demon then ran up the side, hooked over to the middle, and passed to the one who was up the other sideline, successfully. Second Khorne score of the game, for a totally stolen victory. For the Khorne!

No actual injuries for either side. Minos the Bloodletter went up his first level, and took Block.

And that wraps up Match Day 1 for us.
Thanks for reading, folks! Stay tuned for this weekend's game between Knights of Codexia and Changer of Minds.
Will the Kocs get a hard-on and come freely? Or will they change their minds? Come back in a week and find out!

:salute:
 

RK47

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Ulminati where do you stick the ogre at the start of a drive. Kicking/Receiving-wise?
 
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Ulminati

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Line of scrimmage, dead centre. Receiving, he beats shit up. Kicking, he has thick skull, high AV and high str, so he's a lot harder to injure than a lineman. And he makes a scary, tempting target so the receivng team is likely to tie up several players around him rather than pushing forward on turn 1.
Once he gets guard, he'll even help the linemen next to him not getting ganged up on nearly as hard.
 

RK47

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ok will give him the ball and score 2 td for lvl up
 
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Ulminati

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I wouldn't rely on the ogre for a TD in a tournament match. :P
Sure, if your'e ahead 2-0 and get a touchback it's a fun way to spend a drive, but otherwise, just try to set up some 3-dice blocks for him. 2 assists vs a str3 and let mighty blow do the rest. Ogres are basically a combination of punching bag and road block.
 

RK47

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Shocking result for the last game of Week 1!

06.jpg


8 Eyes (UWD) taking 3 points off The Banned (NEC) is completely unexpected. But a win is a win. And now the Banned must play harder to secure the much needed points to make the playoffs. It's a good thing that we're not meeting the Banned till the final match day. Hopefully we've secured qualification by then and can afford to take it a little bit easier.

What this mean actually? Current standing changes that's what! 8 Eyes taking 2nd place behind Purple Inferno (KHD) and ahead of Fursecution (SKA).

Worry not, Knights are on 4th place, destiny still in their own hands.

And here's the short write-up by 8 Eyes Coach, ezrast:
8 Eyes 2-0 over The Banned. Take that, predictions thread!

My crew of rats turned out to be surprisingly scrappy and while they spent a lot of time on the ground, they held off the Necromantic players while my Troll brought the pain and tied up Flesh Golems in between bouts of stupidity. 8 Eyes' grasp on the ball was tenuous at times and The Banned very nearly scored during the second half, which would have likely ended the game in a tie. The dice were all on my side when it came to last-ditch efforts though - both of my touchdowns would have been prevented had Ingmar's werewolves not failed GFI rolls on the way to sack my carrier, and when Ingmar's ghoul looked primed to score my wizard took out both his defenders with a well-placed fireball (permanently turning HRose into ash) and my Thrower executed a perfect blitz-GFI-pickup maneuver.

Was a fun game and I'm suddenly optimistic about my band of merry mutants. Though not too optimistic because I haven't forgotten what happened last time I played an AV7 team.

And that's all for this division's Week 1 matches!
In other news, Azira and Xenomorph are 7th and 8th best on the League's Top Catches and Passes, respectively.

07.jpg


Keeping in mind, that a few hall of famers were at least 5-season veterans. Go, Knights!

:bro:
 

RK47

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Need your opinions on this guys:
I'm thinking I should take this opportunity against Chaos to level up my linemen. Both Hellraiser and eklektyk just needs a TD to get that Lvl 2. What do you guys think? I assume a potential Dirty Player linemen is worth it? I was also thinking of using a lino ball carrier as scroll bait (if he buys a wizard, that is) instead of risking the AV 7 Catcher.

So that's the plan: use lino as ball carrier - and try to TD + Bait out the Scroll usage.
What do you guys think?

Since LoS duty will be missing a lino, I guess I can slot in either Gondolin or Angelo85 when I'm receiving alongside Ogre & LundB (0 SPP) Lineman.
 

SerratedBiz

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I fail to understand why you moved into a rat's tackle zone in order to dodge out of it in this one.

34.jpg

Or is it part of the whole danjah zewn thang?
 
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Ulminati

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DP is amazink. But in LRB6 you kind of want it on a sneaky git as well. I'd say either get it on a spare catcher when you can afford it (ma8, dodge, dirty player, sneaky git. OGODITZHEAVAN) or if one of your linos rolls doubles for first skill and you somehow feel like you have enough guard. DP gets so much better with SG since you can get away with casual fouling without tying up tons of players in assists.
 

RK47

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DP is amazink. But in LRB6 you kind of want it on a sneaky git as well. I'd say either get it on a spare catcher when you can afford it (ma8, dodge, dirty player, sneaky git. OGODITZHEAVAN) or if one of your linos rolls doubles for first skill and you somehow feel like you have enough guard. DP gets so much better with SG since you can get away with casual fouling without tying up tons of players in assists.

Looking at the roster, I've decided on these priority receivers:
1. Gondolin: 4/6 SPP - A third Guard is crucial. MA 7, Block. He's good enough for a ball carrier role too. Burning a Catch RR isn't so bad.
2. XenomorphII: 29/31 SPP - Could be looking at a double for more Guard/Strong arm or Leader on normal for 4th Reroll or maybe Nerve of Steel. Or maybe just execute two passes from our own end zone again. :smug:
3. Eklektyk: 5/6 SPP - Chance for Guard on Double. If not, Dirty Player. Eh, we can try the catch practice route if the ball goes out of bounds.
 
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Ulminati

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For ekelektyk you could always let him attempt a short pass to a catcher if you have a spare rr
 

eklektyk

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troll play with da ball for spp is always fun/ish but first go for win then try to uplvl pupets :)
and our big guy gets an absolute priority for 6 spp needed for block
 
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Ulminati

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Ogres only have access to General skills (Such as Block and Pro) on doubles in their skill rolls. Since added reliability is very good on a Loner, you take them asap if the option presents itself.
For normal skills, Guard is a must on big guys, as it allows them to have presence without moving or blocking (and thus having to roll bone head). After guard, there are a number of directions you can go. Personally I prefer Break Tackle as the second normal skill, as this allows the Big Guy to dodge away from the first tackle zone on a 2+ roll. Clever coaches will try to lock down the big guy with disposable meat so he won't be able to help caging/attacking. Other coaches prefer multiblock (but this is best on a team with a shitton of guard to ensure sufficient assists) or piling on if they want to make lots of casualties.

I'm not a fan of stat upgrades on Big Guys in LRB6. +ag will not turn you into a nimble dodging machine and you don't really want the bonehead loner touch the ball unless you have no other alternative. +st is tempting, but also very, very expensive in terms of TV. The jump from av9->av10 is note nearly as big as av8->av9 in terms of how many blocks will break armor to be worth the cost either. But if my ogre had guard+break tackle and rolled 6+4 on a skill, I'd consider +ma.

And yes, I know Big Guy is a legacy term from BB 2nd ed -> LRB4. But most coaches still use the term for their unique, high-str positional with loner and a negative trait (wild animal, bone head, really stupid, take root)
 

Jaedar

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Grab is pretty good on a big guy too. Break tackle can be good, but 2+ without reroll isn't something I like to rely on.
 

RK47

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Guard is still the no.1 prize with the big guy to me. Followed with Stand Firm if you're just rolling non-doubles. What you got is a STR 5 roadblock that is hard to take down and can't be pushed away.
 

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