Welcome Guest [Log In] [Register]
Add Reply
Help with BB Video Game
Topic Started: 10th November 2009 - 03:03 AM (288 Views)
chieftainskritchskritch
Member Avatar
The Freshmaker

Greetings Ratmen!

I picked up my copy of the BB video game about 2 weeks ago, but am having major problems with my skaven team (currently the Clan DeathBite Dodgers. problem is, not a lot of dodging is going on... <_< ).

The issue im having usually revolves around when the opposition obtain the ball and then turtle the ball carrier. How the hell do you break a cage? Every time I move my linerats/stormvermin up to counter this kind of threat by forming a sort of wall around the cage (and making sure they support each other), I get smacked down and brutally injured because my rats cant defend for crap! Also, my RO big guy isnt much help, because a loose opposition player will usually peel off and cover him, meaning that I fear trying to dodge out of the way to help break the turtle cage because I will probably fall over and cause a turnover.

Also, has anyone realised that opposition teams (regardless of race), make WAY too many successful dodge rolls? Its not uncommon for even human teams to blitz through at least 3 tackle zones and then KO one of my defenders against me.
You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again?
Offline Profile Quote Post Goto Top
 
Skaven Lord Vinshqueek
Member Avatar
Bunny ear says flop

Well, I can assure you one thing. The AI of the Cyanide Blood Bowl game is absolute rubbish. As weird as it might sound, the most challenging mode in the game is Medium, as your opponent will then partially build cages, but also send their players ahead to receive passes. Yes, it will feel like an embarassing thing to do not playing on the Hard mode, but I can tell you that it's downright boring when your opponent makes a cage of EIGHT players (I kid you not) around the ball carrier... Of course, don't get me even started on the skill choices, as Side Step is not something you give to a Black Orc Blocker as its first skill. :rolleyes:

The trouble with keeping cages together is that you need to move your 'ballcarrier guardians' (to give it a name) ahead in such a fashion that you can keep the formation in place. The whole idea of it is that your opponent either needs to make a Dodge roll into three tackle zones, or has to take a beating for a turn. Of course, sometimes the first actually works *spits at the thought of that thrice-cursed Witch Elf that costed him a draw with his Lizardmen*... in which case you're pretty screwed anyway.

The easiest solution against a cage, in my experience, is (i) stopping it dead in its tracks by placing so many people around the cage, that he needs to blitz in order to move onward and even then has to dodge various times, or (ii) take down one of the 'ballcarrier guardians' and place players in the tackle zone of the ball carrier, while the remainder of the team follows the former option.

It's not a guaranteed approach, but I neither know how your team is currently built.

A Rat Ogre with Break Tackle (giving him AG5 when Dodging, which means he enters three tackle zones on a roll of 4+) and the Frenzy he already has gives you a good option to break into a cage and then sack the ball carrier... Combined with skills, there are simply many more options you'd have, but the two I mentioned are simply based on a skill-less starter team.

Greetz
In the Horned One we trust, all others we monitor.

Posted Image Posted Image Posted Image Posted Image

Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30
Offline Profile Quote Post Goto Top
 
WageMage
Chieftain
The Cyanide AI is way better with agility teams then bashing teams. Play some matches with Skaven against an advanced Wood elf team.
Some of the best and strangest matches I have seen.

I usually try to break a cage in 2 steps.
First blitz a part of the cage and tag the ball carrier so only the carrier touches.
Now in his turn he either blitzes you (his only block for the turn hopefully ^_^) or he tries to block with the carrier.
Do this with a Wrestle lineman and you might drag the ball carrier down with you.

But TBH try to get a lineman with Kick ASAP and kick deep.
This should disrupt/spread out a bashing team enough to put on the pressure.
(Also don't be afraid to put Gutters next to stronger models that don't have block or tackle)
Offline Profile Quote Post Goto Top
 
chieftainskritchskritch
Member Avatar
The Freshmaker

WageMage
Nov 10 2009, 05:38 AM
Also don't be afraid to put Gutters next to stronger models that don't have block or tackle

But I AM afraid of this. Almost every time I move a gutter runner up to try an grab a grounded ball, some retarded RnF lineman from the opposition team will usually blitz him and send him off with either a critical injury of a knockout (and these are linemen with NO skills!). How the hell do you keep gutter runners alive?
You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again?
Offline Profile Quote Post Goto Top
 
Skaven Lord Vinshqueek
Member Avatar
Bunny ear says flop

ST2 and AV7 is indeed a death warrant for your player, when facing some teams. I won't deny that. However, the Dodge skill will ensure your opponent either needs to roll a Both Down result or a Defender Down result... If he rolls the latter (a lot), then there's nothing you can do. It happens and since most people have a higher strength then your Gutter Runners, they've got a reasonble chance of taking them down.

I, personally, won't place them against the ball carrier with every team I face. It's a viable move, as your Gutter Runner can catch up with quite a lot of players due to their MV9. (Even if knocked down and reduced to MV6 for the turn you stand up again, your opponent needs to blitz you in order to continue moving, which brings them down one point of MV for that turn as well).

Greetz
In the Horned One we trust, all others we monitor.

Posted Image Posted Image Posted Image Posted Image

Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30
Offline Profile Quote Post Goto Top
 
« Previous Topic · General Wargaming Discussion · Next Topic »
Add Reply