![]() ![]() I have 2 witches and 2 blitzers and 2 assasins. I'll never have more than 3 on the scrimmage. I'm currently playing a dark elf team in my local league. It can tie up opposing players who cannot then be used in the offensive drive down the field. It forces the opponent to defend the ball against the rear too. A single Witch Elf or Blitzer in the enemy's backfield threatens a TD, if you can get them the ball. Try to always threaten the opposing backfield. Witch elves and blitzers are good at this. If the opponent sends catchers into your backfield, hunt them down. You can change up your playstyle to suit your opponent's weaknesses. You have average armour, decent speed and good AG. Understand your opponent, and mess with their gameplan. Don't try and outrun a dedicated speed team. Bear in mind that some times you gain more from letting a Linemat excert a tackle zone on two opposing players, than you gain from a risky block on one of them, which might leave both opposing players free to act on their turn, without having to block or dodge your Lineman.ĭon't bash against a dedicated bashing team. Linemen force such risks of failure onto the opposition. Every time you can force a roll on the opposing team, they may fail. Your Linemen basically just need to hold the line, and tie up opposing players, while your other positionals do their job and either score or hunt down the opposing ball carrier. You don't win by bashing up the other team. Assassins go at the bottom of my list of things needed on the team.ĪLWAYS remember that the point of the game is to sxore TD's. The dagger was a fun idea, but a regular block that downed a player was always more useful imo. Maybe the new edition made them better, but the purpose of the game is to score TD's. Frenzy can be used to push opponents off the pitch, but a better use of it is to either knock the ball loose, take down receivers in your half of the field, and make a hole so they can break for the end zone with the ball.Īssassins are imo a waste of money. Witch Elves are catchers with improved offensive capabilities, who can double as sweepers and ball hunters on the defensive. Their development will end up defining their specialty on the team. They can carry the ball to the end zone too, and double as catchers. Their purpose is to hunt the ball and protect the runners/ball-carrier. You can score with them if possible, but their purpose is to carry and protect your possession of the ball.īlitzers are your versatile tools. Runners pick up and run the ball until they are blitzed, at which point they dump-off the ball to another better positioned or defended player. Their purpose is to hold the line and obstruct the opposition. ![]() Your Linemen provide a good allround mobile player with a bit of durability. ![]() Read all of the related reddits at once = Other GW Gamesīringing back the Specialist Games vibe, slowly:įirst off, I haven't played the latest version of Blood Bowl, so the following is based on old experience and a quick look at the current roster and passing rules.ĭark Elves are running specialists who support their play style with short passes when appropriate. Other Forums/Message Boards for Bloodbowl: Got mini's you don't play, want to swap for someone else's? Non-GW Mini's for a Unique look for your teams: Post your Teams! Your Stats! Your Horror Stories of the Game that Nuffle Ruled! Got a Club? LINK IT! Got a Tourney? LINK IT!Ĭomplete list of NAF Tournaments - Check back often!Ĭomplete list of FUMBBL Tournaments - Check back often! We Are Bloodbowl! The Night Goblins, the Orcs, The Elves! We BRING THE PAIN! Be it Electronic or Table-tonic! ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |