BloatedGuppy said:
VERY comprehensive. Thank you. I've been using the "tight" cage, it would seem, when moving up field. I always get bogged down at center and need to try some kind of risky pass out to score. So far it's been effective, but I suspect that's a case of dice luck rather than sound tactics.
Depends on your strategy? I was running a similar styled Orc team through the Campaign mode and it worked really well. I just leveled my Orc Thrower to be able to run the ball as well as pass, and a pair of my Blitzers gained Catch and Dodge to be receivers who could muscle their way out of trouble just fine. I'd cage my Thrower and try to run up the field. If my cage was getting stopped, I'd just pass to one of my Orc Blizters who most likely had already thrown enough blocks to knock out or injure the player guarding them and just waltz right into the end zone. The Amazons have already looked like a team that could perform that strategy fairly well with Blitzers who starts with Block and Dodge. The issue is their Armour Value is low so while they have skills to minimize getting knocked down, they're easy to take out of the game when they do fall down.
BloatedGuppy said:
I figured that was it. So the better I do, the less petty cash I get to balance the scales? So how does moving up in the ranks work? I take it this isn't a "league" in a traditional sense? It seems more "gamey" than that.
Not sure if you already got the full answer you were looking for, but I think people left out
how you gain Team Value, which is how I took your question. Team Value is basically the total worth of your team in gold, represented in a rank. I don't know the
exact calculation - though it is in the rule book if memory serves - but it is based upon the total level of all your team's players and the amount of re-rolls, apothecaries, fan factor, cheerleaders, assistant coaches, etc. are on your team. This is then calculated into your Team Value and the team with the lower Team Value is given compensation in the form of gold equal to the gap in Team Value which they can then use to buy additional, non-permanent incentives that encompass both everything a team can normally purchase
plus additional abilities.
BloatedGuppy said:
BTW, thanks to everyone who participated in this thread. I honestly can't remember the last time this community was so helpful.
This type of game attracts and breeds nice people. You get to act out all your aggression on the field and be a total dick face to your opponent with cheap moves and questionable tactics and so long as everyone realizes it's just a game by the end of it, you're pretty calm and collected after using up all your asshole mojo. Not to mention that it requires a lot of thinking to play Blood Bowl well, so you get people who are more intelligent and grounded and less immature and rash people. Sort of like Chess, except more chaotic! Either way, everyone's been you at some point, so it's always cool to help people out.
If you don't mind, I'd also like to interject a piece of personal opinion with my advise that's been bugging me. Unless you're really attached to your Amazon team at this point, I would
highly recommend dropping them
for the time being. You've even said it yourself, they're a fine line mix between bashy and elfy and that can be rough on new players. I would, however,
highly recommend playing an Orc team for a little bit for a few reasons which isn't just "they're my favorite so they're the best!"
1. They're a straight up bashy team. Bashy is typically a much simpler game plan than elfy or trick which makes bashy teams a good starting point. This isn't to say that bashy teams are better or the easy way out as you can have very complicated ball push wall combinations to push a receiver into an end zone, but the learning curve is less steep. Overall, a bashy team is just a good way to learn the game.
2. They have high Armour Value. Having Armour Value 9 is amazing! It keeps your players healthy which keeps your team consistent. When you have to worry less about making sure your players aren't dropping like flies due to an unlucky block you can focus more on how to score. You can effectively take bigger risks during your plays without worrying if you'll loose that level 5 Orc Blizter you've been grooming. It also lets you use your gold in other areas like re-rolls, cheerleaders or even inducements rather than restocking players.
3. Orcs have options. While primarily being a bashy team, it is entirely possible to make an effective passing team, even with their below average Move Speed. Because they employ a variety of player types, you get a well rounded experience using them. You can use Blitzers, Black Orcs and a Troll to be really bashy, Throwers, Blitzers and Goblins for an elfy team or have a mix to make a Trick team with Goblin throwing mixed in. Overall, Orcs use every mechanic save two (Secret Weapons and Mutations) in their entire team, giving the coach a breadth of options and experience for later teams they choose to play with.
4. Their stat blocks are good, but not great. Orcs aren't lacking in any general area, they just excel in Armour Value. Unlike good bashy teams like Dwarves, Orcs might be slow but they don't crawl giving them more options. Orcs might not dodge well but they can still throw a block when they need to. Orcs are just overall very average which makes them malleable to what sort of strategy you want to employ. This is great when you face a bashier team, like Dwarves, because they can play an elfier game to compensate but still survive blocks unlike an actual elfy team.
Pound for pound, Orcs will make your life easier until you're more knowledgable and comfortable with the game.