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Completed Blood Bowl: The End

Who is the Codex's Pre-Season MVP?

  • Jaedar

    Votes: 0 0.0%
  • stabby

    Votes: 0 0.0%
  • Angelo85

    Votes: 0 0.0%
  • Gondolin

    Votes: 0 0.0%
  • eklektyk

    Votes: 0 0.0%
  • LundB

    Votes: 0 0.0%
  • good little toastboy

    Votes: 0 0.0%

  • Total voters
    14
  • Poll closed .

Azira

Arcane
Patron
Joined
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Messages
8,527
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Copenhagen, Denmark
Codex 2012
Oooh. Yeah I was actually thinking of +MA for the extra Blitz Distance.
Also Season 7 tiers semi-announced, they haven't settled on the lower ones... but here's where we at...

noob.png


:martini: Just as planned.

Oh yeah, I still need advice Chaos, that was a very unconvincing win. I felt I was letting him bash too much and I got lucky with the injury rolls.

Hah! I get to play against your steamrollin' team? I desperately need to farm a bit in the feeder league then.. :roll:

[EDIT] And I'm happy I didn't go with a high elf team. That would have been a disaster. Lost squarely 0-3 against Xeno's lizardman team in the RPGCodex Practice League last night. Sustained 4 casualties, only one of them "badly hurt", two misses next game, and one smashed hip.. :roll: And got no skillups. :lol:
Ah, c'est la vie. I'll try to not finish last of them all. That in itself would be a succes for me. :salute:
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Lizards can really lay the hurt with a shitload of 4STR players right from the start.
I really fell in love with their 6 MA & STR 4 Blocking concept - but the overall reliance on skinks to finish the touchdown can be a serious problem if they start dying too much and passing is not much of an option with skinks.

Overall I like the Lizards, but felt limited.
As for High Elves - they're actually great. Just hampered by high cost of players.
Remember, even without dodge AG 4 is a good chance. Always get them out of tackle zone if you can. 4 out of 6 times, you'll make it.
And High Elf is as resilient as a Human, you just had bad rolls.

As for your Norse team, if you're facing teams with 400 TV difference - buy those sweet, sweet rerolls or extra mercs to risk a foul/injury cover. Place the merc on the line to absorb hits while the rest go out and hunt for targets. I like the Block-spam they have but a bad injury string can fuck up a Norse team quickly.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
You're a dead man walking, man. I hope RK47 uses you for the riskiest plays coz lulz.

I'm just glad there's someone with a lower rating the Brother Useless :( :(
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
You guys are breaking my heart, I will survive just to fuck with you. :smug:

You have a glorious* career ahead on you on LoS duty. They don't call it the Line of Sacrifice for nothing.
Enjoy the chaos dwarf minotaurs and guard/mighty blow dwarves whose boots are about to get intimate with your groin.




*Short, but glorious.
 

Humppaleka

Cipher
Joined
May 21, 2011
Messages
863
You guys are breaking my heart, I will survive just to fuck with you. :smug:

You have a glorious* career ahead on you on LoS duty. They don't call it the Line of Sacrifice for nothing.
Enjoy the chaos dwarf minotaurs and guard/mighty blow dwarves whose boots are about to get intimate with your groin.




*Short, but glorious.
Well, to die a glorious death was my original objective and I seem I am getting closer and closer to it. :salute:
*sniff* I did do a few good passes and runs though. *sniff*
 
Self-Ejected

Ulminati

Kamelåså!
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20,317
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DiNMRK
Should have made an orc team. :M

:thumbsup:

4 players with block at start? Check. 4 str 4 players at start? Check. 9 players with access to Strength skills on normals? Check. Throw team mate? Check. Av9 on nearly every player on the pitch? Check. Plenty of Ag3 players for ball handling? Check. ridiculously underpriced positionals and rerolls? Check.

The only drawback to orcs is that their low MA requires the coach to know how to position himself. If orcs over-commit to a push and lose the ball, they may be unable to catch up with the other teams receivers.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
I'm throwing myself into Chaos again tonight. I hope we win again.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
For some reason this thread keeps making this song come back in my brain



'90s SMC power ballads. Bitches.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Tonight's match is a classic grudge match. With win and loss record tied at 1-1, it's time to show that the Knights have actually unlocked the puzzle of Chaos power offense.

And so we return.. into the Shadows of Darkness.
01.jpg



02.jpg


The dark den of the elves will bear witness to the great battle!

03.jpg


Knights win the coin toss and takes a daring kick off!

06.jpg

07.jpg


A bad kick off field - and Chaos gets a warrior to carry the ball. Getting that ball is going to be a challenge.

08.jpg


Almost immediately the three linemen gets floored with minor bruises.

09.jpg


Turn over.

10.jpg


Knights playing it safe, not rushing into the cage just yet.

11.jpg

12.jpg


Whitewolf finishes the turn with a Blitz as the Knights are looking to slow down the cage.

13.jpg


Gondolin smashed away in the next turn by a Chaos Blitz.

14.jpg


LundB with a valiant defense! Rerolled for a push.

15.jpg


The journeyman we recruited wasn't so lucky, and got stunned.

16.jpg


Hellraiser fucks fate.

17.jpg

18.jpg


Turnover as the goatman gets stunned!

19.jpg


Whitewolf opens with a blitz! Hoping to injure and thin the Chaos squad. Beastman's down, but still alive.

20.jpg


A delaying screen is set up by Angelo.

21.jpg


Azira and stabby lurks just beyond blitz range. Turn over. Patient play from the Knights so far, taking absolutely no risk.

22.jpg


LundB gets pushed away.

23.jpg


Angelo gets blitzed to the ground.

24.jpg


Xenomorph gets pushed back. Turnover. The cage not moving an inch.

26.jpg


Brother None tries a block, but only succeeds in a push.

27.jpg


But he frees Whitewolf, who seeks to blitz the Chaos Warrior in the middle!

28.jpg


Target is down, but uninjured as Whitewolf withdraws to a safe distance.

29.jpg


Gondolin will now effect a block -

30.jpg


Runs into trouble - reroll!

31.jpg


Blam! Gets the Chaos Warrior down! He's injured! This is BIG! A fractured leg!
No time to celebrate, timer's ticking as Knights reposition themselves..

32.jpg

33.jpg


A momentary number advantage to the knights as...

34.jpg


Nope. What was I thinking. Hellraiser gets hurt out of the game.

35.jpg


Brother none takes a horned blitz and is knocked down. The goat repositions-

36.jpg


In stabby's face! Turn over!

37.jpg

38.jpg


Whitewolf to rescue stabby!

39.jpg

40.jpg


Brings the beast down but no injury! Stabby repositions...as Azira gets ready to mark anyone within range.

41.jpg


Jaedar dodges out of tackle zone. And settles an arm's length away to slow down the cage further.

42.jpg


Gondolin follows suit, no problem.

43.jpg


LundB had to reroll...

44.jpg


Perfect. Turn over.

45.jpg


A horned blitz! Against Xenomorph!

46.jpg


He's down! The Knights lost their thrower!

47.jpg


No apothecary came to his rescue. His game is over.

48.jpg


Our turn.

49.jpg


Stabby gets in an assisting position...

50.jpg


One beast dude gets pushed out of the field, the crowd bashes him till he loses consciousness.

51.jpg


Brother None blitzes the Cage's edge, but did not follow through.

52.jpg


Azira decides to dodge out...

53.jpg


Fuck. Got caught on the dodge out - and injures himself! Knights are 3 man down! Disastrous turn over!

54.jpg


A fast blitz on LundB - but just gets pushed.

55.jpg


Both Journeyman lineman and Angelo, floored again.

56.jpg


stabby repositions himself to stop the Chaos TD... the half is coming to a close, and they don't want to concede now.

57.jpg


Gondolin brings down a goat. But no injury.

58.jpg


Jaedar with a dodge out to reposition near the cage...

59.jpg


Makes it, Brother None will blitz!

60.jpg


Had to go for it...reroll.

61.jpg


Only manages a push on the cage's edge. Turnover.

62.jpg


Tense situation... both teams marking each other - and unwilling to make a mistake. Knights did not even venture out of their own half even once!

63.jpg


stabby showing some attitude on defense as he gets blitzed! Reroll - and it's just a push!

65.jpg


One more push and stabby's off the pitch...

66.jpg


Meanwhile, Jaedar refuses to back down.

67.jpg


Not willing to risk a dodge, the Chaos cage inches closer...

68.jpg


Jaedar, once again with a decisive dodge move to repositions himself.

69.jpg


Whitewolf combines with a blitz that stuns the escorting goatman.

70.jpg


Stabby, not willing to give the ball an easy dodge, bets his life on the line...

71.jpg


First dodge is good! Seconds to spare!

72.jpg


And so is the second one! Turn over!

73.jpg


The chaos carrier blitzes! And didn't get the result! He rerolls!

74.jpg


And stabby still refuses to back down! What a play!

75.jpg


It's over! He can't score unless he's willing to dodge or throw a pass !

76.jpg


Knights survive the half with 3 injured men and the score 0-0!
 
Self-Ejected

Ulminati

Kamelåså!
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rk-chan, it is nearly always better to receive if you win the cointoss. You will have the first action, which means you get to gang up on his Line of scrimmage, as well as dictate where the fighting will be. (He placed his killer blitzer near the bottom? Place your cage near the top and delay the killer blitzes for a turn or two). It also gives you the last turn of the game, which can mean the difference between having enough time to score or not if your opponent scores late in his drive. Especially if you get +ma and/or sprint on a catcher. You will have to Google it yourself, but it is quite possible to score a one-turn touchdown with humans if you plan the chain pushes correctly.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Eternal Grind

0-0 first half, with three injured. Can the Knights score without a thrower?

01.jpg

02.jpg


We're definitely missing key players here.

03.jpg


As the ball is kicked, the sun shone so brightly that eyes were nearly blinded. That will hamper the passing plays.

04.jpg


Ball lands far back...

05.jpg


No fear, let's clear the right channel.

06.jpg


Brother None with a Blitz to clear a path. Only gets a push.

08.jpg


stabby gets in position to recieve a hand off, leaving Jaedar with a solo pick up act.

10.jpg


No sweat.

11.jpg


Passing in this kind of weather is an impossible task. Jaedar holds on to the ball, out of range from any blitz - turn over.

12.jpg


LundB gets pushed.

13.jpg


A horned blitz takes down Gondolin.

14.jpg


The beastmen are marking the Knights real hard now.

15.jpg


Lost another man on the line. Turn over.

16.jpg


Whitewolf frenzies, getting a double push out of trouble.

17.jpg


Knights can't advance down the right, they will need to reposition. stabby gets into assist position...

18.jpg

19.jpg

20.jpg


Jaedar with a stunning blitz to break away to the left field!

21.jpg


Makes the go for it!

22.jpg


Brother None dodges out to reposition himself.

23.jpg


Successful. Turnover.

24.jpg


A Chaos Blitz! Jaedar's being targeted for sure.

25.jpg


Called for a reroll!

26.jpg


Problem?

27.jpg


One push to the edge, and Jaedar is still in danger.

29.jpg


Elsewhere, Brother None gets knocked down. Angelo joins him shortly after.

31.jpg


Turnover.

32.jpg


Gondolin, gets into receiving position... this is a very, very risky place to be. But hopefully, they'll take the bait and waste a beastman blitz on him.

33.jpg


Jaedar will pretend he's an elf.

34.jpg


Makes it! Hands over to stabby! It's good! Where will stabby go now?

35.jpg


The crowd doesn't get it. Knights with less than 5% occupation of the opposition field so far... they seem content to hold on to the ball!

36.jpg


Whitewolf runs into a problem! Reroll.

37.jpg


Downed his target safely, but no injuries.

38.jpg


LundB steps out of the tackle to support the offense...

39.jpg


Makes it! Turn over.

40.jpg


Gondolin gets marked. Just as planned, but no blitz.

41.jpg


The blitz went for Angelo instead.

42.jpg


Uh oh.

43.jpg


Brother None gets slammed by a triple team again. Turnover.

44.jpg


stabby needs an assist... LundB will get there...

46.jpg


So will Whitewolf!

47.jpg


Meanwhile, Brother None gets up, and plans his escape -

48.jpg

49.jpg


Gets there, and now Gondolin can free himself!

51.jpg


stabby takes two steps .. towards his own end zone. The crowd starts booing. The scoreless game is starting to drive them up the wall. Turnover.

52.jpg


Whitewolf standing firm over a chaos blitz. But the Knights trouble are not over as more Chaos get closer to the ball...

53.jpg

54.jpg


Miraculously, one injured itself from a failed go for it. Turnover.

55.jpg


Angelo rises to provide the much-needed assist.

56.jpg


stabby puts himself on the tackle zone, for a temporary time only.
Whitewolf strikes!

57.jpg


The beastman gets hurt from the crowd's stomping!

58.jpg


Gondolin to reposition.

59.jpg


Makes it. Turnover.

61.jpg


Jaedar continues to troll and refuse to back down.

62.jpg


It took a blitz for a beastmen to free himself.

63.jpg


The beast gets close to the Angelo - helping the Chaos Warrior to unleash a beating on LundB, who get stunned.

64.jpg


Meanwhile, Brother None gets downed on the other end of the pitch. Turnover.

65.jpg


Still 0-0 and not much time left. Is there time for a scoring play?

66.jpg


Brother None gets up.

67.jpg


There's an opening here- Stabby hits the afterburners...

68.jpg


Fuck, cmon!

69.jpg


Damn it! Turnover in a critical time!

70.jpg


Brother None gets pushed again.

71.jpg


stabby defies the odds and remains standing from a Chaos Warrior block.

72.jpg


Gondolin forces a reroll from the beastman - who manages a push in the end.

74.jpg


The beastmen goes for the ball... just a tile away.

75.jpg


Whitewolf, standing firm on the line as the Chaos Warrior tries to knock him down. Turnover.

76.jpg


LundB gets up.

77.jpg


Jaedar with a risky blitz! Only gets a push- but he's not finished yet.

78.jpg


Dodging out for a pick up!

79.jpg


Gets it!

80.jpg


"Holy shit" the crowd gasps,"They're playing for a draw?!"

81.jpg


Whitewolf needs to get to a better position and makes it safely.

83.jpg


Brother None wasn't so lucky. Reroll.

84.jpg


Turnover.

85.jpg


Blitz on Jaedar!

01.jpg


And he's still standing!

02.jpg


LundB couldn't replicate the feat and gets pushed off the field!

03.jpg


stabby gets pushed away. Turnover - it's the Knight's final play. They have nobody in position to score. But snagging that draw would prove to be enough.

04.jpg


Man to man marking is prevalent due to shortage of players.

05.jpg


Angelo gets into assisting position...

06.jpg


Stabby dodges out as well...

07.jpg


Jaedar blitzes - and pushes the beastman away - this frees him! And he gets as far away from the end zone as possible!

09.jpg


Whitewolf clearing the Chaos scoring threat.

10.jpg


Safe? Gondolin to make it even safer.

11.jpg


Turn over. It's draw or nothing, boys.

12.jpg


Jaedar has the final say on that.

13.jpg


It's over!

14.jpg


The crowd is stunned with the stalemate. Was it really the best Knights can do? A scoreless draw?

15.jpg


Knights rolled a super high bounty of 80,000 gold. Hard earned. And stats do not lie: 98% occupation of own half shows how much pressure they're in.

16.jpg


There were no MVPs, only a lucky pick. XenomorphII gets it. Yeah, Xenomorph, the guy who got injured before second half even starts.

17.jpg


He gets himself a level up as Humpalekka recovers from his injury.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
rk-chan, it is nearly always better to receive if you win the cointoss. You will have the first action, which means you get to gang up on his Line of scrimmage, as well as dictate where the fighting will be. (He placed his killer blitzer near the bottom? Place your cage near the top and delay the killer blitzes for a turn or two). It also gives you the last turn of the game, which can mean the difference between having enough time to score or not if your opponent scores late in his drive. Especially if you get +ma and/or sprint on a catcher. You will have to Google it yourself, but it is quite possible to score a one-turn touchdown with humans if you plan the chain pushes correctly.

This is a very good advice.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
ITS ONLY A FLESH WOUND! GET ME BACK ON THE DAMN PITCH! I NEED TO MURDER MORE BEASTMEN!

The reason why I didn't use apothecary to bring any players back is because we're drawing ever closer to the end of pre-season. It'd be very disastrous if a key player like Whitewolf / Xenomorph gets killed/crippled without an apothecary at this point. So every time someone gets Badly Hurt - I will not spend an apothecary on them.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,154
He is using those apothecaries correctly nothing like using your heal on the second to last drive because what's the worst that can happen and then having a player suffer a broken collar bone. You should have the choice of putting those players down on the spot like they were horses.
 

RK47

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Dead State Divinity: Original Sin
Apothecary

You know you want to save as many players as possible. But sometimes it's not in the best interest of the team to spend it on injured players.
When do you decide to use it? It really depends on several factors:
  1. Type of Injury
    How does an injury happen? It happens when your opponent succeeds an Armor Roll (2d) vs your AV. That's when injury roll happens. The result of a 2-dice roll goes to a table.
    Ranging from Nothing < Stunned < KO < Badly Hurt < Misses Next Match < Permanent crippling injuries < Death
  2. Season / Open League
    There is a meta game involving 'open-ended league vs structured season' - structured season tends to value wins, team skill ups more since you only have a limited amount of matches. It's very critical to keep your best players ready for the next match if you're looking to actually win a structured tournament. Sometimes when at 2-0 down, you don't need to give a shit and just let that Badly Hurt player off the pitch, there's no way to claw back a draw or win from that. But if it's 1-0 down, you might give it a try. Judge the turn - and maybe you can save a point with a good play on the next drive since the player cannot come back immediately.
  3. Player's worth
    A -1 AGI Lineman can still do his job. A -1 MA Lineman doesn't miss a thing except the rare dodging/ball duties. But a -1 STR Blitzer is just not gonna work. And a -1 AGI Thrower/Catcher should just be retired to the Line. Hence, using an apothecary is determined by a player's worth and his role. You might even consider using an Apothecary on a Blitzer that will miss the next game if you're going to have a semi-final the next day. But beware, the second might be worst than the first...so the Apothecary might be wasted.
Ulminati
XenomorphII - Level 3 Thrower - Access to Normal & Passing - He has Accurate. What to give?

xeno.jpg
 

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