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2019

2019-03-06 02:18:53
rating 6
2019-02-02 19:47:37
rating 3.9

2018

2018-12-15 15:10:58
rating 5.5
2018-05-05 20:01:59
rating 5.8
2018-03-30 21:31:33
rating 5.7

2017

2017-11-05 16:30:43
rating 4.6
2017-10-14 16:06:10
rating 6
2017-10-05 17:21:47
rating 5.9
2017-05-11 19:27:44
rating 4.8
2017-02-24 16:43:22
rating 4.1
2017-01-27 23:48:35
rating 6

2016

2016-11-05 18:46:27
rating 3.5
2016-10-04 14:30:51
rating 4.1
2016-05-30 02:30:46
rating 2.3
2016-05-16 22:46:27
rating 4.1
2016-04-30 16:41:42
rating 3
2016-02-07 19:41:27
rating 4
2016-01-30 22:00:36
rating 3
2016-01-27 22:24:42
rating 5.4

2015

2015-12-29 03:28:49
rating 3.9
2017-02-24 16:43:22
8 votes, rating 4.1
Thoughts on Chorfs
I've recently been playing loads of chorf and i've liked it a lot. But I do have a couple questions for the more experienced coaches, here goes:

1- How to maximize spp gains on the blockers ? One of the problems I had in Blood Bowl 2 (yes i know booos but whatever) was that my bull centaurs were hogging a lot of the spps since one of them developed mighty blow (block,breaktackle) and the other one was my carrier who scored the touchdowns.

2- When should I pick mighty blow over guard as a blocker's first skill. My rough guideline was to get 2 guards before giving mighty blow to a piece then back to guard we go , but when i lost 2 guard blockers I still felt fine with only one guard and two mighty blow pieces. So my question is should I aim for a 3/3 mix of first skills or something else?

3- I use my bull centaurs to carry , yet I do not give them sure hands. Why should I give them sure hands , or why should I not give them sure hands. My idea is to wait for an ag3 bull so I dont waste a roll on the other one.

4-What to take on hobgobbos. I tend to feel lost when it comes to skilling them , and all in all I either give them kick if i dont have one or dp. I also give leader to the first one that rolls a double , and that brings me to my next point:

5- Rerolls. I start off with 3 rerolls as is usual , but I'm torn on whether I should cut one off when one of my hobs gets leader. Even if I carry with centaurs without sure hands I dont feel like im having trouble managing my rerolls , but i've had close calls in some games.

6-Bench. I feel like chorfs dont need a big bench , but as the same time hobs are fragile. I normally roll with a spare hob , but is that really enough ?

7-Rookie team or nah ? Are chorfs a team to recommend to new coaches , or are they more for already experienced coaches ?

8- Tv Sweetspot ? What do you think the best tv for them is ?

9- Is clawpomb really important ? Because i feel like i'd much prefer clawmb guard over clawpomb. Right now , I feel like only a jump up clawpomber is worth it , and that requires two doubles.

Ty for your answers
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Comments
Posted by m0gw41 on 2017-02-24 18:25:10
1. You can't really without throwing games, just let them do their thing and bash away, the spp will come. When you are humping the oppo try the handoff or pass.

2. Depends on the age of the team and TV but try to keep a balance. You just have to be patient. I would guess later when you have your killers the guards will be taking most of the punishment so you'll need to replace them.

3. Its a matter of taste and environment. Lots of stripballers in your league/division? Then surehands is useful. Your choice though.

4. You got it, one kick, one dp, maybe one wrestler, maybe you cut one. Leader on doubles is right, although a blodge hobbo can be useful too.

5. Depends on play style and discipline. 2 with leader is probably fine.

6. Depends on TV, I think you need 14 players at high TV box, hobs die like flies and you need fodder for claw. 12 at low-mid TV fine.

7. Its not the worst team for a rookie, lots of tools in the box and plenty of block helps.

8. 1800TV I reckon is pretty good, i think it depends on your bulls though.

9. Yes its useful but not spammed, just one or two can be devastating. Not relevant soon though! Just the claw-mb-guard combo is scary enough en mass.
Posted by asteflix on 2017-02-24 18:26:53
Thanks for your answers mate :)
Posted by fidius on 2017-02-24 21:06:42
tee hee humping
Posted by bujke on 2017-02-24 22:28:30
Regarding CPOMB

Chance to get a player off the pitch (PO everything)
AV9 POMB 31,47%
AV8 POMB 44,95%
AV7 58,45%

The percentages come from the Norse playbook "On Rampage" by Carnis.
http://fumbbl.com/help:LRB6NorseStrategy
Posted by awambawamb on 2017-02-24 23:24:22
1) a cas and a mvp it's all they need to get MB. Then Guard. try the odd score when you are dominating.

2) first MB then Guard

3) SH is a free reroll when you try to pickup the ball, it's necessary unless you wan to play with Nuffle.

4) Wrestle / Dirty Player. Leader and then Dodge on doubles. The leader should get Dirty Player and start stomping like crazy after the use of his RR in 2nd half.

5) 3+1 is optimal IMHO. Leader on an av7 player is a risk after all.

6) 2 or 3. at certain TVs, consider the full (fouling fodder) bench because you won't probably able to hire a star while the opponent might.

7) Ag2 pickup is 50%, try no to waste RR on that if isn't necessary.

8) sweetspot? cmon. don't be a "small dude".

9) yes it is! and chorfs have to wait for doubles so go for claw when you get the blessing.
Posted by Grod on 2017-02-25 02:11:40
Another question: should you roll with a minotaur?
Posted by kwèk on 2017-02-25 12:33:24
1. Only way to skill your C-Dorves up without putting the ball in jeopardy, is block as much as possible. Making loads of save blocks is key... Praying for MVPs on them is kinda important too. Making TD's, is just greedy stuff and will get you to loose games.

C-Dorves are lineman... treat them that way. Get them into the action (AV9+thick skull will help out). They hit, and get hit. They are there to pin your opponents pieces and keep formation. Don't start to be all fancy with them, you have "bull centaurs" to do that stuff.

That brings me to the point, where C-Dorves will just gradually skill up... take your time, be patient, and win games along the way. Lower TV is okay for C-Dorves, they are pretty good, and they are superb when the Bull Centaurs are developed. The Dorves will folow eventually.



2. I dislike MB on first skill periode. You can do it with a starting team (TV1000), and you can do it once or twice... but once you get higher up the only skill that is important is "guard". Your Dorves will be in the action all the time... they will go KO and Injured eventually. They are on the line of scrimage, they will attract a lot of fire power. They will be in base contact a lot. So just take "guard". So that when you start loosing pieces, you won't be left with only the mighty blowers due to randomness. Take Guard all the time on first skill, even ditch doubles. It will pay off.

Take "Mighty Blow" second... or if you have a double, take "claw" or "dodge" or "diving tackle" or " preshensile tail" ... but what ever you do, take Mighty Blow before they reach 51 SPP. Guard first, MB 2nd or 3th.

Ditch doubles on first rolls, Guard is more helpfull then all the rest. Once your lineman get out of the game, Guard will make sure you get loads of needed assists to keep bashing + it will reduce your opponents play to 1d options. It will help you keep up with ST 4. That's how I play my C-Dorves


3. Bull Centaurs (for me) is the best guy you have on the field. And he doesn't need a lot of doubles to be good. Not even STAT increases. It's fun if they get them, but a bull centaur with just 1 double can be a real beast on the field.

I always pick:

Block, Break Tackle (on first skills)... for both of my centaurs.

If I roll doubles... I always take "dodge". But make sure "block" is either the first OR second skill he gets. Both skills are there to make sure he doesnt go down, and make him more reliable during the games. Even without "break tackle"... dodge with a centaur is 75% with dodge reroll. And Block + Dodge will keep him alive, cause he has a big "bullseye" on his back.

Then develop 1 ball carier (earlier on) and 1 blitzer.

C-Dorves have serious problem when they loose the ball to anny race. They like to have control over the field, and not loose it. Loosing the ball, can end up in a very unforgiving situation.

Not picking up the ball... can also be terrible.

Therefore, take "sure hands". It will save a lot of rerolls. AND most important, saves you from "Strip Ball", so you can steadily move up for a TD.

I advice:

Ball handeler: Sure Hands, Guard, Tackle, Stand Firm (if no double)

"Guard": because if they put pressure on him... you don't have to blitz or block with him. He will generate an assist, so the other guys can remove the pieces around him.

"Tackle": Cause your blitzer will get off once in a while, and then he can help roam the back field.

"Stand Firm": so he can use the sidelines a bite more easy, and worry less about Frenzy.

... But "dodge" is the most important thing... Just hope for dodge.


The blitzer should just get: "Tackle" + "Mighty Blow". ... on his verry last roll take "Sure Hands". So you always have 2 really good ball handlers + Blitzers in case one of them die or misses a game.

Centaurs are there to "guard your flanks", "Blitz speedsters" and make touchdowns. I believe they are the centerpiece of the team... They are great, but unreliable early on. So take time and effort to skill up to a great helpfull Centaur. And make sure the dorves can support them once you get there.



4+5. Hobgoblins DIE, get over it. Just don't put them in base contact all the time. They are mainly there to support your dwarves. Keep them away from other players, and either mark squares where other players can put assists to break up/blitz/block your dwarf lineman. OR put them on the line of scrimage on high TV so they can get bashed with CLAW/MB ... so your dorves can swarm in on your turn, and tangle everything up with "guard". Hobgoblins are slaves... use them that way.

Sometimes, you will be able to score with them. Or put them in position to score if things didn't go your way. Thats a nice bonus. Just don't get to attached to them.

I'm a big fan of "wrestle". Develope a "Wrestle + Tackle" guy, he will be really usefull. Develop a "Wrestle + Dirty PLayer" guy he will be really usefull.

"Block" is great. I just believe you already have a lot of block. I rather develop some hobgoblins to take out "guarders" that are in a bad spot so your guard + Dwarves do better. Wrestle can put down wardancers, so that they loose movement wehn they stand up. Wrestle can just break up a cage sometimes. I like it. And it still gives you the option to do 1D blocks.

Also take Dirty player at least once to foul key positionals. Specially at 1500 + TV. Once you have a DP, then get yourself up to 13 guys. Your hobgoblins don't cost a lot, so it won't boost your TV that high. Having 13 guys in a TV range where "block" and "MB" and "guard" starts kicking in is no luxuary either.

At high TV 1900+ , take an extra DP and move to 14 guys.

I like "kick" , but not on first skill. I dislik "leader"... I rather have 3 RR in the bank at all times. I believe you will use "wrestle" , "block" a lot more then "leader" during your games.

Just make all of your guys as efficent as possible!



6. I adressed the bench thing earlier. Just keep your numbers at 12 for as long as possible... so that MVPs drop on your dorves. You just want them to hit dworves as much as possible. Since your hob goblins are fragile, and your C dorves will get hit a lot, having a larger bench on higher TV is increasingly important. Also, you want to use dirty player in those ranges, so sometimes your guys will be send off. Just get to 13 and 14 at higher values.



7. I believe C-dorves are pretty forgiving for a rookie. They require less tactical thinking then Dwarves, but are still a bit more hard to handle then "orcs". If rookies understand that putting "hobgoblins" in base contact, and that blitzing/block/going for its ... with "bull centaurs" are not a thing to do all the time (specially if they are underdeveloped). They will get the hang of them.

Bull Centaurs are unreliable early on... and they are the best piece in your team. So learning how to play with them is important. Positioning in the C-Dorf plan is important. I think rookies will have a harder time to figure out how to play against ST4 teams like "Orcs" early on. But they are really not the hardest team to master, and their skill choices are really conservative.



8. I believe C dorves can be mean and good to play at anny range. At higher TV (1750+) they get smashed to bits a lot by Chaos / Nurgle ... but who doesnt. As long as your starplayer bulls do their magic, you'll be able to win games. Bull Centaurs + Guard is the key. Just make everything that stands up be as annoying and efficient as possible.



9. The more I read stuff on this site... the more I feel that everyone is way to focused on ClawPOMB. My C-Dorves are doing pretty well. Right now I have a 39/11/6 record in the box. From the losses... some (like last night) are just stupid mistakes from my part. From the draws, at least 2 of them should have been a win... but either I screwed up OR my opponent did some kind of miracle dodging 1D pow action on a Blodger on a key play. That's all part of the game.

In these games... I only had 1 claw guy (who died, and joined an undead team... DIRTY TRAITOR). I never had Piling On.

Does this mean... I believe this combination is bad. No... it does not. I just ditch doubles 1st skills, which makes it harder to get the combination. I also don't like Piling On... Cause I like my dwarves to be up on their feet and not down on the ground. If I want to take out positionals I use "dirty player". It's less efficient, but at least my guarders are standing up and won't get fouled next turn.

Claw + MB is just good, specially at high TV. PO makes them insane... but it also makes you drop out of position a lot. The 3 skill combo is ussually insane when you are already ahead. But when you are already ahead, you can just as well play the position game and win that way. I like to do it more like the lather.

A trade off, is that my C-Dorves have less cas then some of the Mini-Maxers... but so far... my win percentage has been really high, so I don't care. This game (for me) is a lot more to do about making Touchdowns then killing players. I won some games against Nurgle + Chaos , or even drawed against them... just because they were way to focused on killing stuff then actually winning the game. If they want to kill pixels, just let them... I'm just trying to win games that's all.

Having 5x MB and Guard... can do quite a lot of damadge. Maybe not everything will be a CAS, but KO's are really great too. But people are way way way way to focused on claw/MB/PO. Look at the "spring badge" site. Look where all the MB/Claw/PO guys are? In the last 6 months, they did way worst then the few people that were more concentrated on "guard" first skill. I'm mainly looking at "throweck" , and I just started playing again in december.

All the MB , PO , Claw take Guard on 2nd or 3th skill , did worst in the last 6 months. And I'm really not that great of a coach. Just take "guard", you'll find it working for you a lot if you place them well.




- someone asked something about a minotaur.
I believe C-Dorves don't need it.
Mino has AV8... which is the worst thing.
ma 5 on frenzy... bleh
And Loner?
And wild animal?
and it pumps up your TV a lot...

Just let it be, play on lower TV... and make sure your bulls / Dorves are really good. I tried a mino 2 times, and I was not happy with it at all. And most C dorves I see out there, kinda start cursing when the mino goes sour. I don't believe they need it, so I don't use it.


You don't play skaven... at least 8 pieces in your team can become MB guys... you don't need the minotaur at all!




That's my 2 cents.