Nice, I think it is the art of the game to know when it's most profitable to go for the follow-up block and when it's best to create separation to mobilise your team.
I am really liking this series because I have never bothered to go into this LoS blocking as I preferred Dash teams. Very good information! Kudos mate.
14:21 The Ends Away has given me an idea with a Werewolf as a Tight-End. WW on the left (or right for the old switch) Central piece Golem with Block blocks north first and hits the centre lineman NW. Centre-Right hits NW and frees up the Right TE. Hey presto a box! Centre-Left is a Wraith with Guard. Left TE (WW) can frenzy 4 dice to knock down the last lineman - a push to Stand Firm Golem is basically a reroll. More dice is goooood. The Wraith is then free to use his side-step Guard elsewhere. Amazing that I don't see this whenever I play but seeing you use dots makes everything crystal clear O_o
@@ryangriffiths5179 Heard of Blitz A Skink? Yeah, it's a thing but you need to get there and in front of you is a wall of super-strong saurii. Thankfully you have 3 tools to remove Saurii: - Claw (WW needs two assists) - Surfing with Frenzy - Zombie fouling Defence 3 Zombies on the LOS. WW and ghouls need to be screened off for reactive mobility. If you want to get aggressive, try deploying the 3 Zeds together off-centre. That should thin the saurus support for one of them to get chinned. Positioning is really difficult, but you need to chip away at any isolated Saurus and go for the kill. Meanwhile, you will be relying on the Golems' Stand Firm and durability. Saurii have suffered a debuff in that they don't break tackles with impunity as they did in the past, so your Zeds are very cheap tarpits. So those menacing ST4 pieces get stuck for much of the drive, but expect them to be paired too for assists and maintaining mobility. Each Golem should be paired with 1 Zombie, and I've learned that keeping a gap of 2 squares between the FGs help immensely in controlling a flank. Invite the Lizards to one flank and envelope without basing and giving up hits and whack a saurus on the opposite flank. With luck, claw, auto IR rolls from surfs and mass fouling removes a couple of saurii to stress the Lizards to score early. Once at least 2 saurii are out of the picture should you go hunting skinks. Ofc take the shot on the ball if it's presented. Offense WWs are the best ball carriers vs Lizards with MA8, so you need to eventually screen off down a flank and be at least 3 squares inside his half for a shot at a TD. Entice the saurii to 1 flank for surfs and be ready to switch flanks when only skinks are in your way. The best screens are those that when blitzed still prevent your AG3+ ball carrier not getting tagged, so your screen isn't a simple thin zed line. This is all great in theory until the first die is cast haha!!!
Howdy good sir. I don't know how else to ask except in a comment, but can you do an episode or at least part of a show about using the Stab skill? I run Delves and I want to make sure I use the assassin correctly
So I am wondering. My brother and I are almost done painting our teams. Necromantic v Lizards. What would people recommend as strategy for both teams vs each other? Try imagining you playing yourself.
What I would recommend is try stuff out and see how it goes. Lizardmen are the favored team here with a lot of Strength and the fast moving pieces. So lizards want to keep Sauri between the skinks and the opponent. Only bring the skinks in the open to score or to recuperate a spilled ball. Because skinks will break quite easily. Necromantic are a Hybrid teams and are outclassed in this match-up. Their best strategy is to make the most out of the Frenzy Claw Blitz each turn and consider using a foul to remove a Saurus. Yet without Dirty Player that's really a gamble. Normally the Werewolves and Ghouls have a lot of speed advantage but it is mostly negated by the Lizardmen. They do have cheap lineman in zombies that can tag the Sauri in order to keep them busy while the fast players go pressuring the ball. That's in a nutshell what I would do.
My son always deploys heavily on the line of scrimmage regardless of whether he is kicking or receiving. How do you combat that? Do I need to over commit on the line to ensure I have the 2D blocks and roll him?
I have been Playing Skaven almost exclusively since I started playing and the line of scrimmage has always been my Achilles heel. I started experimenting with strange skill combinations for my front linerats as well as a bunch of different set ups. I think Wrestle/fend on my scrimmage rats was my favorite.
So I am trying to get people to learn blood bowl. I am trying to make a beginner version. I think both players are humans with 1 thrower, 2 catchers, 4 blitzers and 5 linemen. As well they each get 3 re-rolls. That is because they get 12 players (1 spare) - 4 of which are blitzers who let’s face it, a rookie will be block heavy at first. The players have pass, sure hands, catch, dodge and block. Those are basic key skills. As well no weather, kickoff or other things. Keep it simple.
I would like thoughts and ideas. Maybe introduce fouling later. Maybe on what to teach next. Maybe big guys, maybe do other teams ie/ dwarves v elves (if so which ones), stunties, etc. Most people find it has a high learning curve.
@@ryangriffiths5179 have you tried Blood Bowl seven? its a simplified (smaller and with more limitation) version of bb, only 4 positional (even blitzer are) still more simple than yours but you use the same rules
@@illupi86 I have the main thing is I wanted to demonstrate was the blocking dice rolls/regular rolls and skills. I think block and dodge skills needed. Regular 11s has a bit of an advantage if you want to show show a newbie where you can half ass help them. Plus they would likely be buying bb3 and playing online so that is also a consideration.
@@illupi86 only person I actually showed I did my idea and they liked but not enough to get into it. I played no turnovers and a failed armour roll is a stun. He liked it but felt a few more games would help. Did you ever play yours with a newbie? I’m interested in learning about anyway to get new players
Bonehead Podcast makes everybody becoming a better Blood Bowl Coach which makes the Blood Bowl Game better for everybody.
Love it, thank you!
Nice, I think it is the art of the game to know when it's most profitable to go for the follow-up block and when it's best to create separation to mobilise your team.
Is there a LoS video for 7s too?
That is clever stuff, thank you. It makes sense and it happens on the board like that but it is very good to refresh.
I am really liking this series because I have never bothered to go into this LoS blocking as I preferred Dash teams.
Very good information!
Kudos mate.
As always, very wise advice my good man!
14:21 The Ends Away has given me an idea with a Werewolf as a Tight-End.
WW on the left (or right for the old switch)
Central piece Golem with Block blocks north first and hits the centre lineman NW.
Centre-Right hits NW and frees up the Right TE.
Hey presto a box!
Centre-Left is a Wraith with Guard.
Left TE (WW) can frenzy 4 dice to knock down the last lineman - a push to Stand Firm Golem is basically a reroll. More dice is goooood.
The Wraith is then free to use his side-step Guard elsewhere.
Amazing that I don't see this whenever I play but seeing you use dots makes everything crystal clear O_o
What would you do necromantic v lizards? Both teams offence and defence. If doing best for both teams?
@@ryangriffiths5179 Heard of Blitz A Skink? Yeah, it's a thing but you need to get there and in front of you is a wall of super-strong saurii.
Thankfully you have 3 tools to remove Saurii:
- Claw (WW needs two assists)
- Surfing with Frenzy
- Zombie fouling
Defence
3 Zombies on the LOS. WW and ghouls need to be screened off for reactive mobility. If you want to get aggressive, try deploying the 3 Zeds together off-centre. That should thin the saurus support for one of them to get chinned.
Positioning is really difficult, but you need to chip away at any isolated Saurus and go for the kill. Meanwhile, you will be relying on the Golems' Stand Firm and durability. Saurii have suffered a debuff in that they don't break tackles with impunity as they did in the past, so your Zeds are very cheap tarpits. So those menacing ST4 pieces get stuck for much of the drive, but expect them to be paired too for assists and maintaining mobility.
Each Golem should be paired with 1 Zombie, and I've learned that keeping a gap of 2 squares between the FGs help immensely in controlling a flank. Invite the Lizards to one flank and envelope without basing and giving up hits and whack a saurus on the opposite flank.
With luck, claw, auto IR rolls from surfs and mass fouling removes a couple of saurii to stress the Lizards to score early. Once at least 2 saurii are out of the picture should you go hunting skinks. Ofc take the shot on the ball if it's presented.
Offense
WWs are the best ball carriers vs Lizards with MA8, so you need to eventually screen off down a flank and be at least 3 squares inside his half for a shot at a TD. Entice the saurii to 1 flank for surfs and be ready to switch flanks when only skinks are in your way.
The best screens are those that when blitzed still prevent your AG3+ ball carrier not getting tagged, so your screen isn't a simple thin zed line.
This is all great in theory until the first die is cast haha!!!
@@MangoFandangoBB thank you
Howdy good sir. I don't know how else to ask except in a comment, but can you do an episode or at least part of a show about using the Stab skill? I run Delves and I want to make sure I use the assassin correctly
Whether scoring in turn 8 and turn 16 is still worth doing or will we see a change in this?
Would make a good theory!
So I am wondering. My brother and I are almost done painting our teams. Necromantic v Lizards. What would people recommend as strategy for both teams vs each other? Try imagining you playing yourself.
What I would recommend is try stuff out and see how it goes.
Lizardmen are the favored team here with a lot of Strength and the fast moving pieces.
So lizards want to keep Sauri between the skinks and the opponent. Only bring the skinks in the open to score or to recuperate a spilled ball. Because skinks will break quite easily.
Necromantic are a Hybrid teams and are outclassed in this match-up. Their best strategy is to make the most out of the Frenzy Claw Blitz each turn and consider using a foul to remove a Saurus. Yet without Dirty Player that's really a gamble.
Normally the Werewolves and Ghouls have a lot of speed advantage but it is mostly negated by the Lizardmen.
They do have cheap lineman in zombies that can tag the Sauri in order to keep them busy while the fast players go pressuring the ball.
That's in a nutshell what I would do.
@@JorisVDC thank you
Amazing stuff! Instantly applicable.
My son always deploys heavily on the line of scrimmage regardless of whether he is kicking or receiving. How do you combat that? Do I need to over commit on the line to ensure I have the 2D blocks and roll him?
Depends on the teams.
Are you fishing for a push result to get them to the next block?
Never, you are planning for when the push comes up.
You only fish for pushes on surf attempts or one turn attempts
I have been Playing Skaven almost exclusively since I started playing and the line of scrimmage has always been my Achilles heel.
I started experimenting with strange skill combinations for my front linerats as well as a bunch of different set ups.
I think Wrestle/fend on my scrimmage rats was my favorite.
Add Dodge and suddenly nobody wants to waste the effort punching your line.
@@swall185 maybe I'm cynical, too many dead gutter runners, but I don't think it helps as much as people hope it will.
So I am trying to get people to learn blood bowl. I am trying to make a beginner version. I think both players are humans with 1 thrower, 2 catchers, 4 blitzers and 5 linemen. As well they each get 3 re-rolls. That is because they get 12 players (1 spare) - 4 of which are blitzers who let’s face it, a rookie will be block heavy at first. The players have pass, sure hands, catch, dodge and block. Those are basic key skills. As well no weather, kickoff or other things. Keep it simple.
I would like thoughts and ideas. Maybe introduce fouling later. Maybe on what to teach next. Maybe big guys, maybe do other teams ie/ dwarves v elves (if so which ones), stunties, etc. Most people find it has a high learning curve.
@@ryangriffiths5179 have you tried Blood Bowl seven? its a simplified (smaller and with more limitation) version of bb, only 4 positional (even blitzer are) still more simple than yours but you use the same rules
@@illupi86 I have the main thing is I wanted to demonstrate was the blocking dice rolls/regular rolls and skills. I think block and dodge skills needed.
Regular 11s has a bit of an advantage if you want to show show a newbie where you can half ass help them.
Plus they would likely be buying bb3 and playing online so that is also a consideration.
@@illupi86 only person I actually showed I did my idea and they liked but not enough to get into it. I played no turnovers and a failed armour roll is a stun.
He liked it but felt a few more games would help.
Did you ever play yours with a newbie? I’m interested in learning about anyway to get new players