Standard Bloodbowl Skill routes

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PubBowler
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Post by PubBowler »

I wouldn't take two Tackle players: useless against a whole bunch of teams.

Take Frenzy instead, useful against every team and just as god against Blodgers.

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mrbrownesquire
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Post by mrbrownesquire »

What about wrestle or strip ball on an orc blitzer?

With orcs, is it better to skill up the blitzers or the black orcs?

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PeteW
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Post by PeteW »

My orcs last year did okay.

I took 4 blitzers, 3 bobs, troll, 2 linos, gobbo and thrower, leaving me with 2 RRs.

First skill was leader ont he thrower, then MB on a blitzer. third was tackle on a blitzer, 4th guard on a blitzer. I was going to take a second guard as my 5th skill, but I knew I'd face Porritt's zons in the final so tackle seemed more sensible.

Borcs are there to get in the way, blitzers to do the job imo.

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Post by mrbrownesquire »

I am taking a 4 BOB, 4 Blitzer, 2 Line, 1 Throw line-up.
I have not tried orcs before so was thinking:

1) Blitzer - Strip Ball
2) Blitzer - Guard
3) Blitzer - Frenzy
4) Blitzer - Guard
5) BOB - Guard

Any helpful criticism or advice would be appreciated

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Post by dwarfcoach »

Tackle instead of a 2nd / 3rd Guarder...?

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Post by frikipe »

I would use guard on BoBs, it's hard to take out them from the first line and help the str 3 players on the line and i never choose tackle i prefer frenzy couse tackle will be useless on most of the teams. this is my skills option with orcs:

Guard - BoB
Guard - BoB
Frenzy - Blitzer
Block - Bob
Block - Bob

4 BoB
4 Blitzers
2 Linemans
1 Thrower
2 RR
1 Cheerleader
1 Coach

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Post by mrbrownesquire »

frikipe wrote: 4 BoB
4 Blitzers
2 Linemans
1 Thrower
2 RR
1 Cheerleader
1 Coach
That leaves you 50k short doesn't it?

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Post by wp »

frikipe wrote: 4 BoB
4 Blitzers
2 Linemans
1 Thrower
2 RR
1 Cheerleader
1 Coach
320K + 320K + 100K + 70K + 120K + 10K + 10K = 950k

You can get another line, or cut Cheerleader/Ass.Coach for another RR.

Roller

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Post by frikipe »

mrbrownesquire wrote:
frikipe wrote: 4 BoB
4 Blitzers
2 Linemans
1 Thrower
2 RR
1 Cheerleader
1 Coach
That leaves you 50k short doesn't it?
Yes sorry, 3 linemen

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Post by mrbrownesquire »

Is the 12th plyer more use than a third reroll?

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PeteW
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Post by PeteW »

mrbrownesquire wrote:Is the 12th plyer more use than a third reroll?
yes. I take leader for the 3rd RR, and 12 men means you are not likely to be outnumbered (which is bad for orcs). Also if you have 12 at the end of the half you can foul for free! \o/

Skill progression obviously depends heavily on playstyle, which is why you see different suggestions.

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Post by SillySod »

Vampire team:

2 Vampires
10 Thralls
1 Helmut Wulf (chainsaw)
4 Re-rolls
1 FF
1 Sheep cheerleader

Leader is unavailable to vampires so my skill progression will be:
Block (vampire)
Block (vampire)
Sure Hands (thrall)
Kick (thrall)
DP/Wrestle/Strip Ball/Block (thrall)

I'm completely torn on the 5th skill but fairly confident that my other skills are being taken in the correct order since I really like block on vampires (need it for getting the ball) and I can make do with a vampire ball carrier for a few games, if it works out then I'll chose kick before sure hands. I also feel pretty confident that the roster is the optimum one.

What should the 5th skill be? At the moment I'm definately leaning towards DP because I like fouling as well as being pretty good at setting up a punishing foul. Frenzy might be interesting but is likely a liability and I rarely have any problems surfing players in any case, wrestle or strip ball might be really cool against gutter runner type players and as a general handy/wierd player but then again the chainsaw already fills that role, block is always an option too. Have I missed a handy thrall skill or have you any advice for which is the best option?

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Post by kwèk »

Mordredd wrote:Erm kwèk, skills are only added after each game rather than before so you only get 5 improvements. All your lists have 6...

Drop the last skill then :P


duh :roll:

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