Showing posts with label Blood Bowl. Show all posts
Showing posts with label Blood Bowl. Show all posts

Wednesday, 18 January 2017

Bloodbowl returns

Well 2017 is upon us and the Gamesworkshop has dusted itself down and finally rediscovered Bloodbowl! I purchased the new box set before Christmas and like an excited child enjoyed the whole 'unboxing' experience.

The pitch is a lot bigger and the models are set on larger bases. I think this is a good thing as it is easier to place the ball on the base. A practical thing but useful none the less.

The dice are cool but I must admit that having a Bloodbowl symbol as the six on the D6 dice means that I often pick them up instead of Block dice and I find that annoying. I have taken to splitting the colours so that I use the green Block dice and then the Blue D6 dice. It feels wrong but it is a practical solution.
Human Catcher
I love the human models. I have started to paint the team and I am enjoying finding all the lovely detail especially around the hands and straps and stuff.

The new models just clip together, no need for glue. It seems to work really well. I must admit to being disappointed by the Ork models tough.

Ork models

They are all a bit bulky and they are leaning over and there is a bit too much armour plating. Now I am an Ork at heart but I just can't seem to light any enthusiasm for them. Maybe they will grow on me but ..... there's not enough Ork for me.



Locally there is an increase in the number of people showing interest in playing. We may have 6-8 people which would be amazing so we are considering setting up a league or mini tournament. I also bought the Supplement and as we leafed through it last night we noticed that a number of the traditional teams are not present. The Amazons are a prime example.

Myself and the Dark Templar had a short game just to get back into rules and stuff and it wasn't long before we were remembering how much we love the game. I played the human team, from the box, and the Dark Templar played his Dark Elves. A human victory, 2-1 but really it was about re-learning the rules and boy did we make some mistakes. Bring on 2017 and some serious Bloodbowl fun.


Wednesday, 21 January 2015

Looking back at the last 18 months or so

It has been a good couple of years on the hobby front and this blog has benefited from both the variety and intensity of my indulgences.

In early 2012 -13 I had been playing Warhammer 40k, my Dark Angels and put a lot of time and effort into the new models and some real learning from the games we played. Very enjoyable but large scale and a lot of effort required.



A change of pace was needed and so Star Wars X-Wing was discovered. We loved it. Totally new game mechanics and each game was of short duration. A blast to learn and play.



The game acted as inspiration. We had played many games over over recent years and recognised the joy of getting away from the large scale stuff for a blast of fun to break things up. Short sharp games with lots of action and dice rolling. Heroic acts where you could risk all and maybe, just maybe it would come off. A new game was born - Dark Crucible


Myself and the Dark Templar spent several months developing the game. The idea was to have something that most people with a small collection of models could play on a coffee table. We started with an agile, lightly armoured force, the Celts against the more heavily armoured and regimented force, the Romans. We wanted each side to have 5 -10 models and so it began.

We tried a few different systems of game mechanics. This was not easy but definitely great fun.

I had the pleasure of being the Celts and coming up with ideas to bring them to life. I wanted them to be fast and lightly armoured Tribesmen.


War band by Michael at 28mm Victorian Warfare

I started doing some reading and really liked the idea of having reckless, body painted/tattooed , semi naked freaks to give character. We also discussed the influence of magic or the druids. This was very important to the Celts. The idea of The Morrigan was born, influencing all on the battlefield.

I have recently discover this model, I just need to figure out how and where to buy it ;-)


Game development was great fun. We came up with the concept and the starter rules in the first couple of months and then began to develop stage two. To be honest I think we should have bedded in stage 1.  Finished it off properly and then launched into stage 2 but ..... excitement got the better of us. It was a great break from the norm though and something for us to revisit maybe later in the year.

At this point we rediscovered a long lost friend Blood Bowl!


There followed a manic few months where first I played by Orks and then my Skaven. It was pure joy. 

I launched myself into scenery building first for the Orks and then for the Skaven. This was all new to me and it added to the joy in a big way.

We had been away from the large scale games now for a while and Gameworkshop brought out the 7th Edition for 40k. We couldn't resist and new rules were purchased, new models bought and new armies developed.



First my 1500 point army which was victorious and then my Ultimate 2500 point Walker Army which did not fare so well. But it was fun all the way with great banter and name calling!!

Christmas has been heralded with the arrival of a new venture - Zombicide.


I am already deep in the painting phase and my Zombies are gradually becoming drenched in blood. Now that just has to be a great start to the year!!

Roll on 2015 and all the fun that it brings.

Happy gaming out there in hobby land.



Sunday, 20 April 2014

Nuffle loves Dinos!

Hi there all. This weekend saw another game of Bloodbowl and a new player entering the fray. It was great fun and an interesting experience for me.

The South Coast Saurus took on the Dark Templars new Nurgle team. I was .... well the crowd, the ref, the Saurus cheerleader and helper. I think you could say that I asked some good questions and made some 3rd party suggestions.

Now what is interesting is that I have actually learned a lot as a result. Because I had less emotional attachment I was more concerned with coaching some good practice. I was more detached and what I noticed is that: -

1. We looked at the action from a risk perspective - who was free to move? what did we want to achieve? as a result movement was in the right order - all the low risk stuff first. Michael (the Saurus coach) had a calm head and was much less aggressive than I play. Note to self - this is a good thing and I need some of that calm.

2. When the turn looked finished i.e. the Saurus had achieved what they desired, we asked the calm question - what else? Is it now worth Dodging that guy out to achieve a reposition? There was no down side and maybe an upside. These are good questions. Often I stop thinking when I achieve what I want and just hand over my turn. Calm is good.

3. Beating up the opposition is not the main focus. Michael is relatively new to gaming and as such was focused on the scoreboard and not just beating people up. This is not a game of 40k and as I look back I have learned that I need to think like this too.

4. Nuffle is not to be trusted! When Nuffle is with you it is a joy but ..... there were a number of occasions in the match when the Dark Templar set a plan in motion that relied on his 'Big Man' to deliver the first blow and follow up. Nuffle took this opportunity to trip him up!! and it was at the start of a turn so this burned rerolls. I can look back and see that I fell in the same trap myself with my Orc Troll! The 'Big Men' of bloodbowl should be moved much later in the turn. 'Really Stupid' can hurt a lot. I wonder - are they really worth having? I am unsure. Amazing what you see as a third party.

5. Bloodbowl is just great fun! I have come to understand that this is truly a fantastic game. It is simple and yet complicated. You become emotionally involved, it reaches inside of you and toys with the heat strings. You live the stories. I laugh out loud and enjoy the entire game. It is not often that this happens in life - so it should be treasured. Play blood bowl - its good for you!

Anyway the Dark Templar has done a detailed write up for those interested. All good stuff.

I also took a few pictures myself.

I just love the skinks.

The scorer of the first touchdown was 'Kinky' - a truly great name.

Here he is running in a score.


The interesting thing is that Michael used the skink speed to make the score. He first advanced the ball down the right.


This drew in the Nurgle big guns, but they are slow. Michael switched the play to the left and suddenly had the advantage. It was a really cool manoeuvre.


You can see here how there are a number of the nurgle boys are thrown out of position. Movement of 4 just doesn't get them back in the game. Suddenly the skinks are on the move and finally 'Kinky' does the business.

The second score was just sooooo funny because the Dark Templar just could not pick the ball up! Lets face it, if the ball is loose then trouble is just around the corner. This is one of the problems of playing a 'vanilla' team. There are very few skills available so no individuals are good a specific things yet. Big problem.

Again the skinks came into their own and this time the 'Redsnapper' skipped in and thieved the ball before running it in for TD!


It was just great to see. I soooo loved the goblin that I played with the orcs. Now it looked like there were several running around and causing the type of chaos that I love. I am seriously thinking about making changes to my orc lineup!! Troll - emmmmmm. More goblins - well I like the thought at the moment.

I was loving it.

But just after half time I had to go. I had to wait nearly 3 months for this day and then my wife accepts an invitation to be somewhere in the afternoon. "Well it is Easter" etc etc grrrrrrr. I had to go at 2.30pm so missed the end, much to my dismay. However it was a great session of bloodbowl.

The final score was 3-1 to Michael - well done sir and thank you for hosting such an enjoyable day.

Looking forward to the next big game. It should be my pro elves v the saurus. I am living in fear if I am honest!





Tuesday, 18 March 2014

The Unicorns - a little something to tickle your fancy

I had a fantastic bit of input from James Tiffin over night. Your going to love this. He has very thoughtfully considered some background music for the the new Pro Elf team.


Its not at all what you expect - so knock yourselves out. I give you the Unicorns

We had a hobby day on Sunday, a bit of painting and a small bit of play. I gave the Celestial Unicorns their first run out versus Nurgle. We just played a game of 'golden touchdown'. First touchdown wins.


I received and played a refused flank. I had learned my lessons from the last outing of the Skaven v's Dark Elves. I picked up the ball and kept the Thrower well back. No cage this time. I Blocked to create a gap at the LOS and then Blitzed to create a gap in the secondary and then pushed my Catchers through. Not far enough though!

I wanted to get beyond the slow moving Nurgle LOS. I succeeded but was too narrow and as such allowed myself to be swamped.

In future I think that I will give a little more thought to achieving some spread and splitting the Catchers even if I have to GFI a couple of times.

I still can't Dodge to save my life! I thought that the AG4 was going to help with this but not really and without the dodge skill you just burn up Rerolls.

Even so I should have scored but in my excitement I moved my Thrower before releasing the Catcher. Stupid of me. This is the second time I have committed this particular mortal sin! I think the lesson has been well and truly learned.

The Thrower was left exposed and duly mobbed. Well done to the Dark Templar. It was a great day.

On the painting side I learned the art of multiple thin coats of paint using a wet pallet. I have never used that before and the results are impressive. Definitely more Elvish as the colours blend better. Lots to practice.

Thursday, 13 March 2014

The Unicorns are here

Well having described the new team very accurately last week the Dark Templar has outdone himself with a logo that just captures the very essence of the pro Elves. I give you: -


It is just soooo 'goody two shoes' that it hurts! A prancing unicorn something for me to live up to! I better score some touchdowns in the first couple of games so that I can get that SPP count rolling.

I have been adding detail to the Elves who all now have eyes and I am working my through the gem stones. They have many more than I remember.


There is a lot of detail to the models once you get up close. My painting style has always been more Orc'ish than Elv'ish. I lack the finesse required to blend shades etc.

We have a Hobby Day planned for this Sunday so I may just learn a few new 'tricks of the trade'. Should be fun and I am looking forward to it.

Thursday, 6 March 2014

New Blood Bowl Team

In the middle of April our mini league will be joined by a third player Mr Michael Awdrey. He will be a welcome addition indeed. I believe that he intends to try out a team of Lizardmen. I have done a little reading and look like a fairly decent choice. There are Skinks, very agile, fast, dodging types with AV7. Then there are Saurus, strong ST4 & tough but no starting skills like Block (that could be interesting) and then a Kroxigor who looks to be be a real power house but with the Bone Head downside. On a roll of a D6 - 1 = stands around doing nothing. I think this is a good team choice for a new player. There is a good strong spine to the team and then you have the speedy Skinks. No need to worry about Throwing & Catching just yet. The KISS principle will apply - Keep It Simple Stupid. Knock things down let the Stunty Skinks pick up the pieces.




As a result myself and the Dark Templar also intend to start a new team. This will mean that the teams are starting out at similar levels so it should even things up a bit.

Nurgle is the team that the Dark Templar is going for. They look like a very 'different' type of team with a good mix of possibilities. Disturbing Presence is a concern as it reduces D6 rolling for Throws, Catches and Intercepts by 1 and you only have to be within 3 squares for it to apply. Where as Foul Appearance means you have to roll 2+ in order to throw a block. They have a Beast of Nurgle, an unpredictable monster but slow with MA4. They also have strength 4, AV9, Nurgle Warriors but they are also slow at MA4. They are also high cost at 110,000 each. Well rounded Pestigors with MA6. Then finally Rottors who are similar to the Pestigors but do not have Regeneration.



These two teams are quite hard hitting and I think the Skinks will be amazing. I loved playing the Stunty Goblin in my Orc team. He was a star so I think that they will cause a bit of chaos.

I have a choice of 3 teams, where I already own models.

Option 1 - Dwarfs - I love them, but so slooooow.



Option 2 - Elves - Very tempted - AG4 - improves all dodging, passing, catching and there are some good starting skills too.



Option 3 - Amazons - Very tempted - I love the models. They are AG3 and very Dodge oriented. Emmm - now that sounds familiar and  I have not exactly been having a positive experience with that combination. The models do need some more paint and that would be fun.


The Decision

I am thinking that the Elves are very different to the Orcs and Skaven that I have already played so I plan to give them a go. Thinking of a name - the Celestial Unicorns kind of captures the spirit. All that prancing about, leaping through the air and tossing the ball around and thinking that they are god like creatures totally up their own **** - I never did like the Eldar and sometimes it just shows ;-)

They are very interesting indeed having both Throwers and Catchers as well as Blitzers. But the models are costly.

Blitzers

I am used to having 2 Blitzers, this being similar to the Skaven. I feel sure that they will be a vital component. Their stats are MA7, ST3, AG4, AV8. They are 110,000gp each and come with Block and Side Step. Side Step is new to me. Basically if a model with this skill is 'pushed back' the team coach chooses which square the model is moved to and it can be any adjacent square - not just the 3 behind him. That will be interesting and make them more survivable.



I can only take 2 of them. I reckon they are a 'must have' and plan to take both in the starting roster.

Thrower

Stats of MA6, ST3, AG4, AV7. They also come with Pass. This is very similar to the Skaven but he has a better AG by one point. This makes him better at picking the ball up and throwing.

I can take 2 of them costing 70,000gp each. I think I will start with 1.

Catchers

These are new to me and man they should be awesome. Stats of MA8, ST3, AG4, AV7 and they come with Catch and Nerves of steel. The MA of 8 makes them vey quick and the AG4 will help them to Dodge about and Catch the ball. Catch gives them the ability to reroll failed Catches. Nerves of Steel means that they ignore the opponents tackle zone modifiers when Passing, Catching or Intercepting. Now that is cool!! It means that I can move my Thrower up as close as possible - Throw to my Catcher (no matter how well marked he is) who can Catch with no negative modifiers, and then run up to 8 squares with the option to GFI twice more. I basically need to keep a Catcher within 8 of the end zone at all times to give me a quick score option.

I can take up to 4 of them in the team and they cost 100,000gp each. I really want all 4 because I know how important it is to start gathering SPP's as early as possible. There just won't be enough money for that though. I want at least 3 rerolls and they cost 50,000gp each. I think I will have to settle for taking 2 Catchers at the start.



That means that the starting roster would look like this:-


My top priority after this would be to get the Apothecary first and then the other two Catchers. That will be a lot of cash! I think I would also be expecting to lose a player or two to injuries what with having such a low AV.

I have selected suitable models and commenced work upgrading the very basic job that I had done previously. I started by applying a wash to everything and that took the flatness out of them. A lot to do to get them looking good - but looking forward to that.



Any thoughts?

I know that the Elves will receive a bit of a pounding and it is likely to be difficult in the beginning when I have limited numbers but they should be completely different to any team that we have played so far.

Tuesday, 4 March 2014

My own sweet Fezglitch

When looking at the game 3 options for inducements I gave a lot of consideration to taking the maniac that is the Skaven Star Player - Fezglitch. Complete chaos in a single drive for 100,000gp.

Sense prevailed however and in the morning I did not take him.

However on the evening before I wanted to make sure that I had a model in place if needed so I paid a visit to the bits box.


I found an old chaos bit of chain attached to a skull. I glued a plastic marine head to the end of it and then covered in a very thin layer of green stuff before attaching it to some plastic rod that was on a tank sprue and hey presto I had something to represent the man himself.

But surely he has to have a 'fez'!

That famous' Tommy Cooper' hat. I am going to give it a try with some green stuff and lets see how it goes.

He he ...


Its the little things in life that makes the difference :-)

Skilling up a Gutter Runner - part 2

Well after game one we had lots of discussion about Skilling up a Gutter Runner

Following game 3 three I am now in a position to implement some of the advice received.


Defensive Gutter Runner
As you can see - Gutter Runner number 1 Plagueric Carbunkle has made great strides and now stands on 17 SPP's. I had given him Block, which served great in game 2, and am proposing to add Tackle for the second skill

This means that other players are not allowed to use their dodge skill when in his tackle zones. This also applies to Block dice 'Defender Stumbles'.

Plagueric is really starting to stand out and this will help to maintain his progress. He should be a menace from now on especially tying up the ball carrier or potential receiver. Dodge and Block to keep him on his feet and Tackle to prevent those agile types from using Dodge to get away.

Blitzing Gutter Runner

Treek Throttle blitzed the Dark Elf, Heartrender and killed him outright. It seems only fitting that he becomes the first Blitzing Gutter Runner build. His 6 SPP's have given him his first skill and I am thinking of 'Wrestle'. This will be to aid him in making Blocks.

Wrestle means that if 'Both Down' is the result of a block, both players are placed 'prone' (even if one has the Block skill) and it does not cause a turnover unless the active player has the ball.

The aim will be to combine this with a 'Strip Ball' skill. This will mean that even if the opposing player is not knocked down a roll 'Pushed' or 'Defender Stumbles' will strip the ball.

The result is that anything other than a 'Skull' would strip the ball. Now that is a potent combination!

Note

What is interesting is that now I have 3 players with skills I am starting to feel that 1 apothecary is not a lot of saves!

STOP PRESS

We had been playing the Apothecary incorrectly - having had the feedback we did a reroll. I got my Lineman back and Heartrender is miraculously returned, with a broken ankle.


As such I have spent my money on another Thrower taking my numbers to 13. Its where I wanted to be.

Monday, 3 March 2014

Dead (well broken as it turns out) but not forgotten

It seems such a shame. The Dark Elf Darkblades blitzer, 'Heartrender' has departed this life. The Dark Templar had gone to such trouble to represent his increased AG by bringing in a special plastic model to make him distinctive and then cutting out a suitable heart shape and mounting it proudly on his chest.


A real stand out thought. I would be a shame for all that hard work to leave the league ;-)

So the 'life taker', skaven Gutter Runner number 4, Mr Treek Throttle ripped that heart shaped symbol for the chest of his victim and is now proudly displaying it as am emblem of his outstanding blood bowl skill.

Here he is in all his glory on the practice ground this morning.



Can you tell? Its almost like there is a life force emanating from that heart. The spirit and agility of the dark elf, Heartrender lives on in the in the most fast moving of Blood Bowl players - Gutter Runner, Treek Throttle. Well named for his ability to 'throttle' the opposition and the 'full throttle' speed that got him to Heartrender in the first place - 9MA and 2 GFI's to give 10 movement and a successful Blitz action!

STOP PRESS

After a reroll of the Apothecary (we had been doing it wrong) Heartrender is returned to life, but with a smashed up ankle. I'm keeping the heart though - lol.


Learning the lessons of a Skaven defeat

This weekend saw a rematch between my Rats and the Dark Elves. The Dark Templar has done an excellent match report so I won't duplicate his excellent work. In essence I lost the game 1:2 - but why? What was the learning?

Well first off the Dark Elves played some different, and as it turned out, very effective tactics that forced me to use my Dodge skill much more than previously. From the get go he played an all out zonal defence using two lines of players to cover the board with two sets of tackle zones.

This was to defeat my previous tactics of opening two holes in his single defensive line and then pouring through with my speedy Gutter Runners causing chaos in the back field and scoring quickly. One hole centrally using Block and then a second on one of the wings using a Blitz.

However, I still should have been able to achieve my goal by opening a hole in the first line using Block and then saving my Blitz to open a hole in the second line directly behind the first. In order to do this I would play a refused flank which would bunch up my Gutter Runners to take full advantage of this tube like hole. They should still be able to pour though and fan out maybe using a 'Go For It' or two at the end of my turn to squeeze the extra bit of distance  out of the turn. This would pull back his defence, create some space and allow me to advance the ball.

So what went wrong?

In truth I messed up. I set myself up perfectly, concentrating to the right hand side of the line of scrimmage which is where I intended to make my breech. Placement of my Blitzers and Gutter Runners was the vital component. I counted out the squares needed in my head and I was ready. Then distraction.... I noticed that I did not have full coverage of tackle zones to the left and I thought about the Kick Off table..... what if he got the jump on me? He could flood through into the back field...... So just before the start I shifted my guys slightly to the left and in so doing moved my blasted Blitzer out of range for his vital move. IDIOT!! I shouted at myself (in my head) once I realised my error early in the first turn.

Now instead of a hole I had created a small bulge to the right hand side. Not my plan and was forced into a defensive 'cage' until I could rectify the situation.


And forced is the wrong word. I was stupid enough to advance the ball and form a cage with the rats which invited trouble. I could have easily hung back and used the Gutter Runners more wisely. Not only this but I moved my claw Blitzer to the side of the pitch. I promised myself never to this. The Skaven only have two Blitzers and it is vital to keep them central to the action if I am going to force the game. I learned this in the second half of the last match.

The Dark Templar brought the pressure, which I was to expect. He started hitting me hard and man marking my Gutter Runners. This is fine normally because I can suck him in close and then dodge out to create the much needed width and fluidity to my turn.

However not on this occasion. Over 3 turns I failed 6 consecutive dodge rolls (failed dodge followed by failed reroll) causing turnovers in the process. There was a limited amount of movement and Blocking in between, but limited is the right word. This allowed the Dark Elves to get really close and stay close and pummel me. Ouch, ouch and treble ouch. I started to lose players to the sidelines with high dice rolling by the Dark Elves. My dugout was filling up fast. I had only started with 11 players so this was going to be both a short and medium term problem.


At the beginning it was funny as I loaded up the new orderlies stretcher. It became less funny which each occasion!


I lost both Blitzers, the guy with the claw was my own poor placement. He got bundled into the crowd with some shrewd push blocking! One of my Linemen DIED! and I lost more to the KO'd box.

Any kind of recovery from this position would require a minor miracle and to be fair in the second half I nearly pulled that off with some extreme tactics and very lucky dice rolling which is alway spectacular.


Six to Throw followed six to Catch for my touchdown wan't bad! (but not to be relied on)

Learning

1. Make a plan and then focus on its implementation. Beware the distracting thoughts.

2. Reduce the need for dice rolling and where possible give yourself the maximum opportunity for success.

3. Blocking and Blitzing is better than Dodging. Bringing up a Lineman or two and Blitz your way into space with a Gutter Runner. This may be more guaranteed than Dodging. At least to get one guy free and give width to the game.

4. Position the Blitzers with care and focus them on the action. I was much better at this in the second half. I would Blitz out to the sidelines but then recover to a more central position. This also creates greater threat.

5. Rats need numbers. During a game it is clear that I will need reserves so make sure that there  are at least 13 players in the squad. Otherwise you may find yourself with a very thin defensive line a vital stage in the game.

6. Use the Thrower to pick up the ball - but don't be afraid to handoff to a speedy Gutter Runner. Speed and movement at the back of the field potentially opens up space. Moving left and right stretches the defensive and staying deep can just mean that there is more space downfield. Patient - be patient.



Saturday, 1 March 2014

An unwelcome visitor

Todays game was the most spectacular and eventful clash so far. It was packed full of fun. Tiring in fact. And for the first time both sides had a visitor that no Apothecary could prevent & both tried.


Oh the soul can be chilled when the wrong dice appear.

I lost one of my Linemen. He had 2 SPP's and now he is gone!


But the big news is the departure of the main Dark Elf player. He had the additional point of AG and had been playing incredibly well. Picking up the ball despite multiple tackle zones. He was head and shoulders above everyone else.  Heartrender is DEAD!


He was taken down as he strode out for the end zone. I managed to get one Gutter Runner to him and then called for bold move. Treek Throttle, another Gutter Runner dodged out of one tackle zone, dodged through a second, moved his full MA and was one square away from Heartrender. I passed my 'Go For It' roll and then a second 'Go For It' roll to make the Blitz. It was a single dice Blitz and BAM down went Heartrender.

"I don't believe it" said the Dark Templar, but worse was to follow!

The Dark Templar was fielding this new model for the first time. He had painstakingly cut out a heart symbol and had it on  the chest all painted up.

But it did not save him. I rolled high on the armour roll and eleven on the injury table. 'Take him from the field' was the cry. And then we rolled again ...... and death made his second appearance of the day. There was no saving him. We were stunned. A minutes silence - pray!

More later - but what a day.


Friday, 28 February 2014

Fezglitch Star Player - inducement option

It would appear that I have 110,000gp to spend on inducements. I have had a look at the possibilities  and I can afford to take Star Player, Fezglitch. I am short on numbers anyway so this could be an interesting addition.


We have not used star players so far - so this might be interesting.

Statistics 

MA4 (low but he moves unconventionally), St 7 (amazing), AG 3 (average), AV 7 (average)

Special Skills

Loner - Can only use a team reroll if a D6 roll can be passed (4-6 = pass)

Ball & Chain - Can only make Move actions. Place the Throw-in template over the player (you can choose which of the 4 possible directions to face. Move one square in the direction indicated by the D6. Do this unto 4 times i.e. his MA. You can also do this for GFI. No dodge rolls are taken. You Block any occupied square that is passed over (friend or foe) and keep moving. A prone or Stunned player is pushed back and an armour roll made. You must follow up. If Fezflitch is knocked down it is a straight armour roll as Stunned results are treated as KO'd.

Disturbing Presence - You need to be within 3 squares for this to apply. Any Pass, Catch or Intercept subtract 1 from the dice roll. The Dark Elves don't Throw much but ....

Foul Appearance - In order to Block Fezglitch a D6 must be passed. (2-6 = pass)

No Hands - Can't pick up or carry the ball.

Secret Weapon - At the end of a drive that this player has been part of - he is sent off!! This makes him a 'one trip' pony and no mistake!

Summary

There is a lot to consider here. He is unpredictable and does not play well with others. He will only be on the field for one drive. So - how to play him.

I feel that he has the potential to chaos. I would want that to happen in my opponents turn. He could go through a cage like a knife through butter. Anywhere that players are bunched up. His strength 7 means that he is nearly always making a 2 dice Block move. And his Disturbing Presence means that he can impact the Pass, Catch from 3 squares away.

There will be an occasion when the Dark Elves want to hold onto the ball on a long drive. With Fezflitch on the field  he could help to force the issue to get me the ball back.

Questions

Has anyone used him / come up against him in a game? If so, I would welcome your thoughts.

Looking at Game 3


With the big game approaching (v the Dark Elves this Saturday) I thought I would review my Skaven, Boomtown Rats. We are in pretty respectable shape although down one member for this game. At least this reduces my team value but I am reduced to the bear minimum in terms of player numbers and this may be a problem if I lose someone early.

Opportunities - Gutter Runners

Two of my gutter runners (Stikck & Treek) are on 3 SPP's. They only need to get to 6 for a skill upgrade so it will be important to give them a shot at achieving this outcome. Even Garab is on two SPP's so he also has a shot. My main man Plagric is on 9 and has acquired Block. I think that I will be using him in defence for man marking and the like. He was very effective in the second half of Game 2 in this role. However if given the chance to score and then achieve MVP he could be looking at his second upgrade.

Opportunities - Blitzers

Well the claw is the obvious starting point. My team leader good old Bubonost (I have decided Bob for short after Bob Geldof, seems appropriate) acquired this honour by rolling a double after the last game. He has 7 SPP's. If he survives the game and gets MVP this will grant 5 SPP's taking him to 12. So he is close to a second upgrade at 16. I intend to use him to gain casualties and these grant 2SPP's each. In attack, any armour roll of 8 or more will cause a casualty so his chances are better than most.



My other Blitzer Pustitt has 2 SPP's. So if Bob doesn't get enough casualties then he will be a good candidate for MVP which would grant him an upgrade.

Opportunities - Linemen

Boilrost is carrying 2 SPP's from game 1. I would really like one of the Linemen to have the Kick skill so it will be important to give him every opportunity to achieve this by Blocking when he has the chance. Kick would improve ball placement at the Kickoff and therefore allow more extreme placement.

Summary

So what will a good game look like? Well I would like to get at least 2 touchdowns and have them scored by 2 different Gutter Runners, preferably numbers 3 & 4 Stikch & Treek granting them 3 SPP's each and an upgrade each.

I would like Bob to achieve a couple of casualties and have MVP for his second skill upgrade.

After that it would be good if my Lineman got lucky with a casualty and maybe my Thrower Compolk could deliver a successful Pass.

Clearly it would be good to win and get some decent cash and I am thinking of investing in another Thrower which costs 70,000gp. I have 30k in the bank.

Other than that I really want Bob to survive the game to keep his Claw in action, also it would be disappointing if anything happened to my Gutter Runner, Plagric. But hey thats Blood Bowl - you got to take the rough with the smooth but it would be nice for there to be more smooth than rough ;-)

It should be a fun game - bring it on.







Thursday, 27 February 2014

Blood and Gutz

Had some fun last night throwing some paint onto the goblin orderlies. White can be a really difficult colour but the up side is that it really stands out. I brought this up in layers from brown and the result is ok. I used a shade wash around the edges and was particularly useful in pulling out the knots on the stretcher. White works particularly well with splashes of red blood.


McMourning hollered - 'bring me a new one'. So off they went to find another victim with their blood splattered stretcher.

The models are very comedic and make for a completely zany addition. I love them.




They both have their tongues hanging out and look suitably 'spaced' with mad eyes. I imagine them as slavering lunatics addicted to blood and gore. Lets face it, in the world of Blood Bowl they would fit right in. They make a wonderful addition to the Orcland Raider entourage.

The Skaven will be borrowing them on Saturday so lets hope they will be busy ferrying Dark Elves to their new dugout!