Posted by freak_in_a_frock on 2012-11-30 23:45:55
Point No.2 is wrong. Often you do not want to get the ball or hit the carrier, sometimes it is just about pressurizing the ball carrier into the area of the field you want (see point 3)
Posted by blader4411 on 2012-11-30 23:45:59
#2 is very risky: if always hitting the ball comes at the cost of never-ending man-marking, you may find yourself out of players by the end of the drive. That, or have your best player gang-fouled.
Posted by Rabe on 2012-12-01 00:30:53
I agree on the sentiments concerning #2. I tend to play like this and often got myself out of positions since it's hard to attack the ball AND cover vast areas of the pitch at the same time. I also postpone moving certain players to after the attack on the ball, since I don't know if the ball will still be in my opponent's possession (in which case I'll most likely have to cover more space in my half) or if I'll have a chance to at least make it hard for him to recover it. If the attack on the BC ends with a turnover though, several of my players are rather out of position.
While #1 is generally right, there are very often situations where it's simply not true and you really should (or have to) so a risky move first (for example trying to make a whole into the opponent's defense and move your players through afterwards). Depends very much on the amount of both, risk and reward of certain actions.
Posted by fly on 2012-12-01 01:04:53
also see:
https://fumbbl.com/help:The+Taoch!+of+Blood+Bowl%3A+A+Condensed+Guide+for+Newbies
-most of your advice is covered there.
#2 doesn't work with all races equally, comparing WE to dorfs.
Posted by Wreckage on 2012-12-01 01:23:30
I'd not even do #2 every turn if I had a leaper. Gotta take it easy sometimes or I gonna lose him.
Posted by Niebling on 2012-12-01 02:44:39
#1 is wrong as Well, you cant just work upwards in risk management sometimes some Rolls are so imprtant to Make that you have to dó Them first.
Its stupid to dó 2+ Dodge if you have a game winning 4+ move somewhere else:)
Posted by latulike on 2012-12-01 04:00:05
says the coach with 38 win %...
Posted by Lorebass on 2012-12-01 06:41:10
hehehe, dont be mean, its a former NAF Prez.
Honestly when you can play 1-20 games a day on fumbbl you realize different ways to play. instead of making MORE rolls in #2 force the opponent with the ball to make all the rolls. a one is rolled one in six times and if you force the player to roll 12+ dice then more often than not they fail
Posted by Garion on 2012-12-01 10:36:15
Made this a little neater - http://fumbbl.com/help:The+Taoch%21+of+Blood+Bowl%3A+A+Condensed+Guide+for+Newbies
still the best newbie guide about imo for anyone that is interested.
Posted by Reisender on 2012-12-01 12:22:57
rule 1) good as a rule fo thumb, althoguh the taoch rightly says metarules are made to nbe broekn
rule 2) wrong. decision when to attack the ball and when to pressure the ball and when to screen the pitch is the most difficult. if it where: hit the ball when you if risk is below xy...ok
rule 3)generally an ok rule for new guys. sure it can be worked out more precisely and sometimes you cant make a prediciton (because your moves if you predict a) will lead to the ball being in b) ... still okm as a a rule, esp. counting ma squares should help.
Posted by Kam on 2012-12-01 14:50:05
I agree with the other comments. But there's also two more crucial advices:
1) BB isn't about not taking or minimazing risks all the time. It's about thinking what's gonna happen next if the risk you took didn't pay off (and caused a tournover, the death of your star, etc), and be prepared. Yeah, my GFI to blitz the ball carrier failed, but that's cool, because I positionned my players thinking about this eventuallity before that. Most of th people complaining about bad luck during a game don't get this point.
2) Rules are meant to be broken.
Posted by PigStar-69 on 2012-12-02 10:39:28
bollocks ;-)