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  1. This was a fun read. I absolutely feel trying to remove the wolf was the right call (Blodge that falls down on turn 8 is worth the try), but thought you'd be doing so with a skeleton. I hope to see your team in future seasons.
  2. I know the first advice is usually "don't play nurgle", but I like my minis and plan on playing every team at at once. 6 rounds, 40 players max 1100, 6 skills no doubles, need to have 11 players before buying a star, max 1 skill per player. Bonus points for td differential (up to 5) or casualty differential (up to 5), no negative bonus points awarded Really not favorable to Nurgle. So obvious thoughts are 4 bloaters with block. At least 2 rerolls. Thinking of going Bulla over the beast so I at least have someone useful every turn (if nothing else a safe stab). Lands me at 12 players, bulla (star with block, fa, 2 heads, extra arms, and stab), 4 boaters with block, and 7 rotters. So 2 skills to put on rotters, no doubles so mutations or general. Standouts look like block, wrestle or extra arms (for some emergency ball tactics, as I won't have many rerolls). Or double down on foul appearance or disturbing presence. What to put in those 2 players has me really baffled. There's pros and cons to any of them, but any thought's are welcome Or I can just go skaven
  3. Not directly related to the OCC format, but directly related to Nurgle. So getting back into the tabletop tournament community (NAF and all), and the physical location I'm in typically has the "1100 TV with 6 free non doubles skills, one per player, must have 11 players before Stars" format (the other main format I know is a 1k team and 200k for skills and extra stuff). They are "lower tier", but I REALLY like playing Nurgle (in all GW games), and while going 0-3 to start a 2 day event isn't so fun, playing a team I like really is :) So the first thing the internet said, was "Here's the lineup you need, and you'll do badly" (Beast, 4 Warriors, 2 Pestigors, fill out with rotters, 2 rerolls). And yes, that looks like it won't quite do so well in a tournament (as low TV Nurgle has some hiccups vs the usual suspects). But then why is it felt that you NEED that build? Knowing something is bad, doesn't mean "well you're supposed to do bad" just to prove the narrative that you read someone else say. Anyway, so trying to put some lineups together. Initial thoughts: 1) 2 Rotter > 1 Pestigor (due to the cost, having +1 MA and horns is not worth an extra body on an expensive team, and Decay is a moot negative skill in tourneys) 2) 4 Warriors is kind of necessary (expensive, but they bring a 4 Str and 2 skills each to the table. With limited skills to gain every skill helps) 3) The 2 most important skills to get are Block and Extra Arms (there's an argument of Sure Hands vs Extra Arms, I'm on the XA side of it personally) 4) The 4 warriors should probably get block, which leaves only 2 rotters getting other "necessary" skills (XA, Block, Wrestle, maybe more FA, blah) 5) Star players are undervalued in tournaments, because people are not familiar with having them on their team. With 5 in mind specifically, there's a new Star player Bulla. A 230k Pestigor with Block, Extra arms, 2 Heads, Foul Appearance, and Stab (STAB!). Would require dropping the beast (which if he had wild animal would be different, but Really Stupid is a liability at times). But gives me 2 of the skills I am looking for anyway. So not a finalized roster, but any thoughts on this (especially on what to give the rotters). Bulla 4 Warriors (with block) 2 Rotters (skill ???) 5 Rotters no skill 2 rerolls I've tested that against my Amazon team a few times and always results in a 1-1 draw. Also had a 1-1 draw vs Skaven. Draws are like kissing your sister, except without all the fun. (only child). Any advice on how to change things up would be appreciated.
  4. Fweddy

    Signups S14

    Returning coach, but rerolling a new team (retiring Delicious Fireball if you need to note that in your records) Coach name (ingame): Fweddy Team name: Happy Kitty Bunny Pony Race: Necromantic
  5. So amazons. That was THE most b******t sequence of dice I've ever seen in a game. Kudos to my opponent for realizing the "takes 28 things having to happen perfectly" sequences of events, but a game like that really makes me realize I do not like playing this game as much as I once did.
  6. Small update, week was a concession victory as my opponent left the league by not showing up prior week. 2 wins, 2 draws, 1 loss. Currently tied for 4th place. Striking distance, especially as most of the teams ahead of me (save one) I still have to play. Means they're good teams, but also means a win also counts as them getting a loss. Have about 110k in the bank. Concession win gave Peanut Butter a +AGI to go with his +STR. 6448 horns, but no block. Wild ride but have to take it. Playing Amazons this week and almost guaranteed to face a wizard. Considering buying another Beast.
  7. HEY, part of the conversation I know about :) Well one thing they did was add the new Halfling positional players. And of course the things from deathzone. They also apparently have been adding in some of the extra things we've heard of like "balls" etc in past sessions. ALSO however, the "team pitches" that I thought were mostly for fluff, all have rules. I picked up the Chaos one (as it was the easiest to see the squares, as I found when I picked up the Nurgle one and had to mark it with Sharpie to see the squares on it), and it has a rule like "if a casualty is scored in the first half, second half is sweltering heat and (extra fluff), if no casualty then all fame is -2" or something along those lines. One could call them fluff, but by that same token if it was released by GW, then its GW official. And then there is Blitzball.... which I feel might quietly have a bigger impact than people think. All depends on how much they want to change the game. MOST GW games are no longer "play, win", they're very objective based (Underworlds, even 40k has more objective points than just "shoot people" like it was in the past). Blitzbowl is like a board game version of the old "Death Zone" card game (I finally managed to pick up a copy). You can get "glory" for touchdowns, but you also can get glory for certain teams for fouls, or completing a pass (touchdown or not), or knocking out players. Its more objective based than it is "final score". Which is an entirely different way to play of course, but the way GW has been drifting its more of a GW game than current Bloodbowl looks like. All speculation of course. I'd be happy with some rules updates, teams updates (CHAOS PACT, come on, my best tournament team), and finding a way to incorporate the special play cards somehow. And if its on the switch I'll be getting two copies (I have a feeling with the baby having a portable thing will be much more important than a PC version)
  8. No it was a human blitzer. I have the replay file, I wasn't sure if this was "working as intended" or if somehow because it had failed the GFI (a situation in which Rot wouldn't apply to), but used a reroll on it, if it had somehow triggered a "We say to the God of Death, not today!" situation, trumping the intended result.
  9. No the player was not available after the match. To the other person, yes I get that there's "some gray area" here, but the zombie from the necromancer does come from a skull/both down result from your opponent's failure. Again barring an actual rule clarification (which again, only matters in leagues, and in offline leagues there are never any "bugs", nor hard and fast rules for how things area), the way the wording goes looks to specifically exclude crowd injuries, failed dodges, and failed GFIs. Maybe I've been doing a lot of other things wrong as well. If your opponent skulls into you, and you have mighty blow on your player, does that add a +1 to armor (or injury) roll in that situation? Because that is "during a block action'.
  10. Not sure I've seen this reported anywhere else, not easy to replicate. Just seeing if anyone else has had this, and if its a known issue. Nurgle's Rot, "When this player kills another player during a block, blitz, or foul action". This is not triggering for when an opponent is taking a "blitz or block action" and rolls a skull result and dies. Maybe there's an FAQ entry somewhere stating its supposed to be worded "when this player takes a block, blitz, or foul action and kills another player", and as we're in BB2016 rules everywhere else, maybe it'll never bother being updated. But an opponent taking a blitz action is still "during a blitz action" is it not? Not sure if anyone else has seen this occur (an opponent rolling skull and dying isn't often). Replicated this in single player vs humans. It triggered after a reroll was used on a GFI blitz action, not sure if that caused it, or if this is "working as intended" and opponents walking into skulls is supposed to be safe
  11. WEEK 3: antman - Angry Tusks - Orc - So he takes a lineman to be at a full 14 players (and I assume to foul, as an extra player functions slightly better than a bribe). We're in his stadium so no riot or pitch invasion (that's both a bonus and a hinderance to late game antics). I'm at 12 due to 2 MNGs (including my awesome all star kicker +MA, tackle, +Agi guy). First half, couldn't have gone better if I were just picking the sides of the dice. Before he gets a turn he's down to 8 players (2 injured 1 KOed). Mostly rookies, he left a lot of his points safely on the bench (both +Agi linemen). I do fail an early hand off that would have persuaded me to score early, so maybe that's for the best. At one point I'm up 10 players to 5 (then he manages 2 KOs). Even with his POWBOMB player, I'm doing more attrition than I'm taking. Score on the top of turn 8 and brace for the bottom turn 8 that haunts everyone's dreams. 1-0 Turn 8, he doesn't recover any KOs, but does manage to foul my Minotaur into a BH, and my Guard+Blodge warrior (that I put on the line because I don't have dead meat to do so) gets a MNG. He completes a random pass with a 0 SPP lineman to hope for the MVP, and half ends with the player fouling the minotaur being ejected. HALFTIME: 1-0 Fireball Second half starts at 9 on 9, and it got worse from there. I popped the ball out a few times from him, but he kept getting it back. That's the problem with playing non-elves at the top tiers, you can secure a draw pretty well but not a win. And 9 draws doesn't get you to the championship. Anyway, to make a long painful story short, by the time he scores at the top of turn 16 (which he did have to either dodge into a TZ, or GFI and blitz, so it wasn't a gimmie), we have a combined 8 players left on the field. I'd have to watch the replay, I think 6 injured Orcs and an ejected one, and I know I had 3 injured and an ejected myself. OH, and the feel good story, is that lineman who completed a pass in the first half, died. 1-1 Bottom of turn 16, is uneventful. I went for (and completed) another pass with the rookie Warrior replacement instead of fouling. END: 1-1 draw MVP goes to someone who doesn't really need it who has like 57 SPP or something. Nobody leveled up. Injuries of note: The Blodge Guard Warrior that I hate having given him those skills (never take dodge on a warrior, its just not good enough) missing next game will be annoying. The CLAWPOWBOMB guy (one of my original players) now has -MA, -AGI, and -AV. He also has block, piling on, claw, and mighty blow, so he's STILL ON THE TEAM (he's responsible for at least 2 injuries this game, including the lineorc kill). So he's out too. I'm getting back the all star (which should help with the not getting a draw thing), and the rookie beastman (HEY LINE DUTY FOR YOU). 12 players vs a "not as scary as I thought" Chaos Dwarf team. I mean, everyone is scary, the blodge warrior got injured by a nobody with no mighty blow or tackle. And his Dwarfs do have mighty blow (and I'm only bringing 2 CLAWPOWs to this game). The super cagebreaker Hobgoblin is still alive, and playing Dark Elves this week, so barring an unfortunate accident (or rock), he's likely to make it to my match. 60k, will have to see how the Chaos Dwarfs look for if I want the 13th player (for more LINE DUTY) or to save it in case of an injury to a Warrior again. That is the one thing with Chaos, you only have to think about having to replace one TYPE of player (Warriors), who are pretty durable. Anyone else its "buying the beastman now is replacing the guy who gets injured before the injury occurs." Currently 1-1-2 (draws are 3rd right?), so 5 points. I have this feeling anything less than 13 points isn't going to cut it, at least not for promotion.
  12. Hey I think I have enough rep, can I get one
  13. Current RosterSeason StatsAll-Time Stats|Previous PlayersGraveyard|TV by Game Roster - 14 Players # Name Position Ma St Ag Av Value Spp Skills Injuries 1 The Metal Warrior 4 4 3 9 180.000 53 2 Jon Thompson Warrior 5 4 3 9 170.000 35 3 Johnny Foozeball Warrior 5 4 3 9 100.000 1 4 Tzaal Crushspider Warrior 5 4 3 9 180.000 69 5 Sans Pants Beastman 6 3 3 8 80.000 11 6 El Buttz Minotaur 5 5 2 8 170.000 9 7 To'nogor Beastman 7 3 4 8 190.000 76 8 Thor'nogors Beastman 5 3 2 8 140.000 57 9 Matt Damon Beastman 5 3 3 8 120.000 31 10 Gwar Car Superstar Beastman 6 3 3 8 60.000 7 11 Wirnogors Beastman 7 3 3 7 190.000 143 12 Guy with a name Beastman 5 3 4 8 160.000 63 13 Peanut Butter Beastman 6 4 3 8 110.000 11 14 Blooded Milksteak Beastman 6 3 3 8 60.000 0
  14. Pre-MD4, gave the level 2 Beastman Wrestle. Not sure why, maybe its a sign of old age. What were we talking about again? Oh yea, i'm through the "bulk" of punchy games (he says right before he plays Orcs, but we'll recap that tomorrow after the game). Wrestle is poor man's tackle, and poor man's dodge. Meaning its another way to stop a Blodger, and its another way to ensure not being knocked down (on a "Both down / Push" result). With the added bonus of a "not paying attention" opponent thinking I have wrestle set to auto, and could choose to end his turn in a crazy situation.
  15. Borke - Warpstone Avengers - Underworld - Giving up about 400k to Underworld, very surprised I didn't see Skitter. Luckily we were in my stadium so no cheaper star players. Weather dome instead. Kicked off, and decided to sit my Minotaur while on defense (the claw doesn't do that much anyway). Very defensive first half, with a lot of positioning and me not giving him free blocks. He managed to KO all of my Chaos Warriors (?!?) before things got too serious, but I removed some people as well. His turn 8, it was about 6-6 players at the time, and he managed three 2+ rolls (needing a reroll on the GFI) to score. About standard. 0-1 Underworld Kickoff top of turn 8, I do recover a lot of my team, and manage to injure his troll (MNG, regen fail, apoth fail) and KO a lineman. Completion by my rookie Chaos Warrior, so hoping for the MVP there. HALFTIME 0-1 Underworld. A lot happened in this half so I'll just give the meat and potatoes: - Classic 2 turn score by Chaos (and people call me bashy) - My entire team having recovered from KOs (even the bench), so 11-9 player advantage. - Some keepaway from him while I had a receiver parked ready to score and a safety back ready to prevent any breakaway attempt. - FINALLY he tripped up on a catch roll, and I got the ball and moved far off, but had blown a RR on the pickup so didn't GFI absolute safety. - Crazy dodge blitz with GFIs to my guy about to score who suffers a MNG (my best player, the 7348 beastman, sigh) - Not being able to make another play on the ball in time to score. - Him finishing with 3-4 players on the field FINAL SCORE: 1-1 About what I expected from the match, lots of dodge + 2 heads rolling around, like an elf but ignoring tackle zones, or a snotling but with better armor. Went for it, got the draw. Puts me at 1-1-1 at the moment. NOTABLE INJURIES: As stated, my beastman with Sure hands, block, tackle, MA, and AGI is missing the game, which will be tough, could use that speed vs the Orcs. Also missing a rookie beastman, won't bother me much. I can always add another with inducements, Orcs are next week. 12 players coming back, including super crippled CLAWBOMB guy, and a "apothecary is barred from being used on you" level 2 Niggling injury Beastman. Gonna have to replace him if he doesn't get to level 3 before another serious hit. LEVEL UPS: Rookie Beastman rolls normal. I know next week is the Orcs and while Mighty Blow never hurts (vs any team), it won't help as much as in the first few games here. We're in the midst of a rebuild, with 2 level 2 Beastmen, a rookie beast, and a rookie Chaos Warrior. Just having block might be the best ploy here, as I have to put SOMEONE on the defensive line. I still need that Str 4 beastman to get some block too. CLOSING THOUGHTS: For having never faced higher TV Underworld (anywhere, ever), the game went surprisingly exactly as I expected. Only thing I can really think slowing the team down would be tentacles, and that's not something I'm willing to purchase in Division 1A
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