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Match Result · League division
Match recorded on 2024-04-07 05:14:02
TV 1010k+20k Imperial Nobility
1
Winnings 80k
4k Spectators
No change Dedicated Fans
Casualties 0/0/0
Inducements: 1 temp agency cheerleader
Human TV 1040k
3
100k Winnings
Spectators 10k
Fanfactor No change
1/1/1 Casualties
Inducements:
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
-
16
-
-
8
1
#2
-
-
-
-
1
-
3
16
-
5
4
-
#3
-
-
-
-
-
-
-
15
-
-
6
-
#4
-
-
-
-
-
-
-
10
-
-
2
-
#5
-
-
-
-
-
-
-
10
-
-
3
-
#6
-
-
-
-
-
-
-
11
-
-
3
-
#7
-
-
-
-
-
-
-
3
-
6
-
-
#9
-
-
-
-
-
1
4
12
-
-
2
-
#10
-
-
-
-
-
-
-
16
-
-
2
-
#11
-
-
-
-
-
-
-
14
-
-
-
1
#12
-
-
-
-
-
-
-
16
-
-
-
-
 
TOTALS
-
-
-
-
1
1
7
139
-
11
30
2

#4 Fist Magnet – Dead (RIP)
#6 Floor Fighter – Seriously Hurt (MNG)
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
1
-
-
-
-
2
16
-
-
8
-
#2
-
-
-
-
-
-
-
2
-
-
1
-
#3
-
1
-
-
-
-
2
12
-
-
5
-
#4
-
-
-
-
-
-
-
16
-
-
6
-
#5
-
-
-
-
1
-
3
16
-
8
2
-
#6
-
-
-
-
-
-
-
16
-
-
3
-
#7
-
-
-
-
-
-
-
16
-
4
8
-
#8
-
1
-
-
1
-
5
16
-
11
11
-
#9
-
-
-
-
-
-
-
13
-
-
8
-
#10
-
-
-
-
-
1
4
16
-
-
4
1
#11
-
-
-
-
1
-
3
16
-
15
1
-
#12
-
-
-
-
-
-
-
4
-
-
2
-
#13
-
-
-
-
-
-
-
10
-
-
8
-
 
TOTALS
-
3
-
-
3
1
19
169
-
38
67
1
Loading the match now to write the report.

ImpNobs are hard at the best of times, and you took only one reroll (yikes). Don't take anything you encounter with this team as indicative of the difficulty of Blood Bowl as a whole. Do take at least three re-rolls with most teams. :)

Okay, so here's what I see.

Initial setup: your overall distribution of players was a little too deep, but had a nice symmetry to it. A couple of tips, though:

First, don't ever put just 3 guys on scrimmage as the receiving teamunless you just wanna admit your opponent is gonna kick your butt and you have to win with mobility. That might happen sometimes, but it's not what's going on here, so you need at least 5 players on scrimmage. You want to use reliable players, and unskilled Boneheads are not that, so don't use the Ogre on the offensive line. Instead, you could put up a bunch of Bodyguards and use the Ogre to blitz, as he doesn't mind giving up an assist to ST3. In that case, blitz the best player you can hit in the screen, preferably in a way that doesn't leave you zoned with Block. Since you don't need to support him with direct assists, you don't need to worry about moving other players into contact (see below). Also, on the line, set up to block diagonally, to generate secondary blocks. You got really lucky here when the kickoff went right where you needed a player to be and then you rolled High Kick. But in the future, mean to do that, yes?

Second, when you do set up to control the width of the pitch, use double screens to do it. What's a double-screen, you ask? A double-screen is two pairings of adjacent players set up so that their tackle zones overlap, usually with one space between them. There are three types of double-screens, but if you like hybrid teams, the really important ones are the line screens, where all the players are on the same plane.
- x x - x x - x x -
In practice, the wide zones can present a problem, and "trap screens" to present sort of a beveled-edge effect can thwart Frenzy surfs and generally make sideline plays undesirable.
- - x x|- x x - x x -|
- x - -|- - - - - - -|

The advantage to double-screens is that you can force your foe to go into contact, and offer you free blocks, and fighting them is generally less efficient. "Divide and conquer" is a thing, but you also don't want to offer your opponent free space by bunching up. I find this "buddy system" is the best approach to dealing with that.

Turn 1: this is where you screwed up. Don't move into contact with a standing foe who you plan on leaving in place unless you have an amazingly good reason to give up a hit, or they can't really profitably hit you (like you're really strong or something). Sometimes it's important, and sometimes you move your Guard guy up but then roll skulls, or whatever, but usually, if you follow this rule, it'll reduce the amount of damage you take. Teams that run on or away from economics get extra value from that, and ImpNobs are very much a "run away from the money game" team.

More to follow.
 
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