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Mathematically, you're a
douche bagSilly Goose.Amazon wish list | My dumb deviantArt page | Steam Wishlist
Wardancers deserve it.
If you haven't hospitalized Wardancers before Turn 16 you don't deserve the honour of fouling a Wardancer.
Although it's only in short leagues that Wardancers are that annoying. There is only two of them, and sooner or later all elf teams get blodgers, most of them with AV8.
Edit: Corrected quote
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Fuck that shit.
Gamertag: T0NKKA - Steam: evilumpire Twitter Art blog/Portfolio!HEY SATAN!
But you think it, you think it every time one of those pointy eared bastards takes the field.
I grabbed block instead though, He's only a lineman so I figured an orc doesn't really need to dodge.
made the right call
As for the league, I think my opponent Stu has been taken by Slaanesh. Or HellaJeff is. Maybe both
PSN: Bizazedo
SC2: Bizazedo.930 (I suck, add me).
I always apologize for it though
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+AG on an AG 3 team is a precious, precious thing indeed. Not from the dodging point of view but from the ball handling point of view. Having an AG 4 player really massively helps securing the ball out of the scrum if it goes loose, helps getting the ball at the start of the drive and opens up a viable passing game by being a reliable catcher. Block is always available to a Lineman, +AG is a special thing.
i disagree
it's a lineman
you aren't going to suddenly turn him into a ball carrier
give him block, move on with your day
And they're pretty price worthy (although not quite as priceworthy as a Chaos Warrior, but that's hard to achieve).
While +AG on a blitzer is better it's still opening up options for passing play. And that's a threat not usually available to orcs.
Anyway, it's not a simple choice. If it had been a Blork I would have just said "no, get block instead", but here you're opening up possibilities you didn't have before.
I generally work under the principle of team maximums. Teams, for me, are defined by their maximums. The fastest human player is speed 8 - Humans are a fast team despite the majority of the side taking the field having speed 6, the maximum speed of an Ork player is 6 thus Orcs are slow. I wouldn't give +Mv to a human Linemand but I would give it to a human Catcher as that increases the speed of the team as a whole. Similarly I wouldn't give a Black Orc +Ag as that doesn't improve the agility of the Orc team but giving it to one of the AG3 players raises the teams agility to 4 which opens up the plays available. Agility is so crucial to anything involving the ball and going from 3+ to 2+ on those rolls is so big I would find it really hard to give up. and the extra mobility he has in terms of dodging means the opposition coach will have a harder time tying down your team although that's gravy and not a core reason to take the +AG on an Orc side.
Also, from a team management point of view, getting a AG 4 Lienman means you won't focus so exclusively on your Blitzers and Throwers for scoring TDs, this helps spread out the SPPs and not end up so reliant on individual super players as your scoring threats which bash teams often end up doing. A better spread of SPPs means a more balanced team in the long term.
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I hope so.
I wanna see if @Firmskater and I can play our match later this week.
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