It's also a crutch. I understand a few MB pieces on a team that has to bash its way through, but if you're removing 5-8 players in a game it's really time to ask if you can coach your way out of a wet paper bag without it.
Great video, guard is always number 1 for strength skills, defensive nerfs the skill a little bit nowadays but still it does so much for a fight! Not sure if this top 5 is done but a thought I had was Top 5 players who don’t require a secondary skill
That part about not using Mighty Blow when using a both down roll is crazy because I play on Steam rn and it auto uses it every time. Don't know if this shows lack of updates to the game, but i'm new here lol
I love these top 5 Fridays! I am mostly agreeing with your list apart from Brawler. That should be replaced by Stand Firm. Brawler is only situational at best and doesn't help out on the defense. Stand Firm on the other hand is part of the Blocker Holy trinity: Block, Guard, Stand Firm. With stand Firm that player will easily disrupt the opponents turn if they don't succeed in finding that Pow. Brawler only works well if you managed to roll a Push together with a Both Down. I have been playing Black Orcs in Tabletop league and I have a knack of rolling Both Downs on the Blitz. And Stand Firm doesn't require to activate the player to be effective, so from the reliability point of view it is great.
It also widens the field for you effectively, as unless a juggernaut can blitz you there's no reason to fear being surfed. Also you tend to put your players where your opponent least wants them to be, the fact you can prevent your opponent moving them is fantastic.
Totally agree that Stand Firm belongs in there. Excellent practical skill that aids so so much in maintaining position. Also a great skill for anyone with Frenzy who doesn't have easy access to Agility skills
Been wracking my brain on what i should be taking on Norse Yhetee first skill. MB, Guard or Juggs. This video confirmed at least they are all good skills I'm considering. I think MB as I have a lot of AV 10+ teams in the league and will help with removal and more cas will help me get to guard quicker rather than other way around.
also.....I feel grab is more useful on BO than brawler. Grab and Stand firm should have been swapped over with brawler and break tackle on my opinion due to brawler and break tackle being so situational in my opinion
I genuinely believe you are misrepresenting what the Nov 2021 FAQ states for Mighty Blow. It does not restrict its activation to only your turns activation. It restricts its use only when both down is applied. Mighty Blow works as normal outside of both down. That's according to both released FAQs, unless there's a new one that just came out this month and I've missed it entirely.
Not even a honourable mention for stand firm? I might even rank it over the nerfed break tackle. Pairs well with big guys like trolls that are ment to be road blocks or minotaurs that ends up a little too close to the sideline after a frenzy surf ^^
Break tackle is nerfed strictly speaking for big guys, however there are pieces on which it used to do literally nothing that it has gained some appeal for. Dwarf, Human (all human variants), Skaven and Orc blitzers come to mind straight away. Probably not a high priority or anything, but it's at least worth consideration now, especially if they have dodge and both skills being used manually. Very tricky to pin those down.
Just the way I see it, Break tackle works once during your turn, that's it. Stand firm works defensively during your opponents entire turn, over the course of multiple blocks.
@@trashfire9641 Well yes. And I agree that stand firm is probably slightly better over all. However they are both situational skills. Stand firm can save your defense by sticking that roadblock in the way and making the opponent having to make risky dodges to score or prevent tour opponent to be able to block your more fragile players or the ball carrier. Break tackle can make it so that if your opponent tries to tie down your minotaur with a zombie you can dodge away and blitz a better target on a 2+. Or for an ogre to dodge into two tackle zones go blitz the ball carrier on a 4+. Or throw it on a goblin/halfling to be able to ignore the first 2 you roll while wandering thru several tackle zones to make that TD. Pushing that strategy from a Hail Mary strategy to a solid plan b. Break tackle used to be a lot better for Lizardmen, making their Sauruses dodge on a 2+ compared to the 4+ of today. In guessing there is still some bias carrying over from the old rules where it was a lot better. Still it's has it's uses. And since you now can jump prone players I guess you can say that stand firm have lost some utility from being able to block the opponent with prone bodies in this version. :)
You forgot Juggernaut also combines well with Strip Ball
Once had a mummy who got the dream of Guard, Stand Firm, Block, and Dodge just sat there making the other team cry.
Hahaha what a beast!!!! One of our locals had a Blodge Black Orc once and he was a massive pain!!
Curious, do you think block and dodge are too centralizing? If so, theory Thursday, what would you do to fix them?
More tackle, more wrestle.
Dodge is only strong in short leagues before players start putting tackle on all their pieces. Once everyone has tackle dodge does literally nothing.
The claw, mighty blow, pile on combo was a bit crazy on blood bowl 2. I'm glad those skills have been toned down a bit.
It's also a crutch.
I understand a few MB pieces on a team that has to bash its way through, but if you're removing 5-8 players in a game it's really time to ask if you can coach your way out of a wet paper bag without it.
Love the Bowl as well great show.
Khorngors have juggernaut
Great video, guard is always number 1 for strength skills, defensive nerfs the skill a little bit nowadays but still it does so much for a fight!
Not sure if this top 5 is done but a thought I had was Top 5 players who don’t require a secondary skill
I'd drop break tackle for stand firm, but I feel like that's personal preference
That part about not using Mighty Blow when using a both down roll is crazy because I play on Steam rn and it auto uses it every time. Don't know if this shows lack of updates to the game, but i'm new here lol
I love these top 5 Fridays!
I am mostly agreeing with your list apart from Brawler. That should be replaced by Stand Firm.
Brawler is only situational at best and doesn't help out on the defense.
Stand Firm on the other hand is part of the Blocker Holy trinity: Block, Guard, Stand Firm.
With stand Firm that player will easily disrupt the opponents turn if they don't succeed in finding that Pow.
Brawler only works well if you managed to roll a Push together with a Both Down. I have been playing Black Orcs in Tabletop league and I have a knack of rolling Both Downs on the Blitz.
And Stand Firm doesn't require to activate the player to be effective, so from the reliability point of view it is great.
It also widens the field for you effectively, as unless a juggernaut can blitz you there's no reason to fear being surfed.
Also you tend to put your players where your opponent least wants them to be, the fact you can prevent your opponent moving them is fantastic.
Totally agree that Stand Firm belongs in there. Excellent practical skill that aids so so much in maintaining position. Also a great skill for anyone with Frenzy who doesn't have easy access to Agility skills
Been wracking my brain on what i should be taking on Norse Yhetee first skill. MB, Guard or Juggs. This video confirmed at least they are all good skills I'm considering. I think MB as I have a lot of AV 10+ teams in the league and will help with removal and more cas will help me get to guard quicker rather than other way around.
Does guard still work if you fail a really stupid roll?
is it able/useful to have both juggernaut+brawler in an underworld denizens rat ogre for example?
it would cost less to just save up for block
also.....I feel grab is more useful on BO than brawler. Grab and Stand firm should have been swapped over with brawler and break tackle on my opinion due to brawler and break tackle being so situational in my opinion
Totally agree. Also play BO and feel grab is much more useful than brawler.
Khornegor still start with juggernought.
This should have been split into big guys and 4 or less strength guys
I genuinely believe you are misrepresenting what the Nov 2021 FAQ states for Mighty Blow. It does not restrict its activation to only your turns activation. It restricts its use only when both down is applied. Mighty Blow works as normal outside of both down. That's according to both released FAQs, unless there's a new one that just came out this month and I've missed it entirely.
Not even a honourable mention for stand firm? I might even rank it over the nerfed break tackle. Pairs well with big guys like trolls that are ment to be road blocks or minotaurs that ends up a little too close to the sideline after a frenzy surf ^^
Stand Firm is strictly better than Break Tackle, in every way except for a team which is built specifically around Break Tackle.
@@trashfire9641 Well I guess it it is slightly depending on a handful of factors but I agree ^^
Break tackle is nerfed strictly speaking for big guys, however there are pieces on which it used to do literally nothing that it has gained some appeal for. Dwarf, Human (all human variants), Skaven and Orc blitzers come to mind straight away. Probably not a high priority or anything, but it's at least worth consideration now, especially if they have dodge and both skills being used manually. Very tricky to pin those down.
Just the way I see it, Break tackle works once during your turn, that's it. Stand firm works defensively during your opponents entire turn, over the course of multiple blocks.
@@trashfire9641 Well yes. And I agree that stand firm is probably slightly better over all.
However they are both situational skills. Stand firm can save your defense by sticking that roadblock in the way and making the opponent having to make risky dodges to score or prevent tour opponent to be able to block your more fragile players or the ball carrier.
Break tackle can make it so that if your opponent tries to tie down your minotaur with a zombie you can dodge away and blitz a better target on a 2+. Or for an ogre to dodge into two tackle zones go blitz the ball carrier on a 4+. Or throw it on a goblin/halfling to be able to ignore the first 2 you roll while wandering thru several tackle zones to make that TD. Pushing that strategy from a Hail Mary strategy to a solid plan b.
Break tackle used to be a lot better for Lizardmen, making their Sauruses dodge on a 2+ compared to the 4+ of today. In guessing there is still some bias carrying over from the old rules where it was a lot better. Still it's has it's uses.
And since you now can jump prone players I guess you can say that stand firm have lost some utility from being able to block the opponent with prone bodies in this version. :)
i was going to thumbs up your video until you said Aaron Rodgers is the best Quarterback out there ------ good video besides THAT
break tackle is crap