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E_A: Iippo and myself will be playing this evening 20.30ish (depending on the sleep patterns of the assistant coaches). As usual I will be streaming at http://www.twitch.tv/e___a.

Join my channel to receive a notification when we go online!

Hope to see you there :-).
Stream is on!
Just finished my match against Zetas High Elves. T'was nice and bloody, very enjoyable :D
Indeed, a bloody affair and a close game as the High Elves stood their ground against the Nurgles with a 1-1 tie.

-MA on one of my linos because of a bit too much restraint on an apo use, as nothing worse happened the rest of the game. Really fun game, and the replay is uploaded to the GDrive.
D-elves vs skaven -> 3-0 for the angsty elves.

I think i managed to play pretty much as dork elf match as possible. Mostly running, but few tactical (=forced) passes.

I think my first and last TD's were both done on the last turns, so there was really action going on all the time.

Luckily for me, E_A's dodges didnt work all that well and i managed to have more players on the pitch than him. Still i had to do plenty thinking, as those gutter runners can really change the flow of game in single turn, if they get loose. Luckily, this time around my netting strategy paid off.

ill upload the replay soon to g-drive.
Does anyone have experience on whats the best normal skill for DE assassin?

FUMBBL claims dodge...but i kinda disagree. I feel block is just more better, cant be countered and leaves you standing next to opponent where you can nicely stab him if you so choose. Also block is zillion times better for those few time when you really want to block, instead of stab and risk standing in place where you dont want to be.

while i understand the mobility part of dodge...if the stab fails - like it does most of the time, i feel block is just better. Helps getting spp too, which is nice.

Some playbook claimed that assassins should be used as cage breakers with leap (!) but i feel thats utter bs... just me ofcourse.

thoughts?
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iippo: Does anyone have experience on whats the best normal skill for DE assassin?

FUMBBL claims dodge...but i kinda disagree. I feel block is just more better, cant be countered and leaves you standing next to opponent where you can nicely stab him if you so choose. Also block is zillion times better for those few time when you really want to block, instead of stab and risk standing in place where you dont want to be.

while i understand the mobility part of dodge...if the stab fails - like it does most of the time, i feel block is just better. Helps getting spp too, which is nice.

Some playbook claimed that assassins should be used as cage breakers with leap (!) but i feel thats utter bs... just me ofcourse.

thoughts?
They have shadowing out of the box right? If so why not diving tackle, if stab fails and they want to run they ARE going to be tripped and that that means turnover.


Then there is wrestle as an alternative to block, sure you lose the possibility of causing an injury but it is vary useful defensively when paired with jump up and can help create hole in a block heavy line (like with dwarves)
Post edited December 20, 2014 by Necross
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Necross: They have shadowing out of the box right? If so why not diving tackle, if stab fails and they want to run they ARE going to be tripped and that that means turnover.
diving tackle does make sense...but assassins cost already 90k without any extras, so i am not exactly comfortable at leaving non block, non dodge av7 chinaware next to even goblin. Let alone proper basher team.

sidestep would be very nice skill - but it also suffers from this same.

...but how many assassins make it to blodge to again any extras.. thats also quite unreasonable path i think. Actually bit similar what i had with vamps: want block, want dodge, want pro and then youre already costing 500k/vamp. well not quite, but almost :D
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Necross: They have shadowing out of the box right? If so why not diving tackle, if stab fails and they want to run they ARE going to be tripped and that that means turnover.
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iippo: diving tackle does make sense...but assassins cost already 90k without any extras, so i am not exactly comfortable at leaving non block, non dodge av7 chinaware next to even goblin. Let alone proper basher team.

sidestep would be very nice skill - but it also suffers from this same.

...but how many assassins make it to blodge to again any extras.. thats also quite unreasonable path i think. Actually bit similar what i had with vamps: want block, want dodge, want pro and then youre already costing 500k/vamp. well not quite, but almost :D
What about dirty player? If it stacks with stab on fouls that is a +2 on all armor rolls. That is almost as good as a chainsaw but with out the secret weapon disability. You dont get spp from stabs anyway. This would however negate some of the usefulness of sneeky git,as armor is more likely to brake. It also helps fit the role of the assassin as stat and skill wise they are ment to harass and tie up players on the out side of formation and put pressure on lone catchers running deep into your half. They are not blitzers, those would be your witches.

Ps edited my last post to debate the pros and cons of wrestle
Post edited December 20, 2014 by Necross
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Necross: What about dirty player?
stab and foul are different actions so i doubt they stack.

Wrestle is kinda offlimits, because i want the assassins standing to stab, not lying on ground.

Certainly ive totally forgotten that i want "wrackler" -> wrestle + tackle player...but i think witch/linos are more suited. witches have jump up, which pairs well with wrestle after all.

Jump up would be nice for assassin, but again, its not going to keep him keep his head from shattering against astrogranite :D
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Necross: What about dirty player?
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iippo: stab and foul are different actions so i doubt they stack
I'm not too sure on that, ill have to read the skill rules again, but i know chainsaw, and claw work on fouls, and ball and chain while you cant foul with it it can strike a downed player causing a av roll. So having stab work on a foul makes sense, but different skills; different rules so who knows.

Then there's Cyanide...
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iippo: stab and foul are different actions so i doubt they stack
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Necross: I'm not too sure on that, ill have to read the skill rules again, but i know chainsaw, and claw work on fouls, and ball and chain while you cant foul with it it can strike a downed player causing a av roll. So having stab work on a foul makes sense, but different skills; different rules so who knows.

Then there's Cyanide...
i think i am once again slipping into world of powergaming and munchkism.

Guess i have to consider that norse team full of linos, orc/dwarf/chaos dwarf/xx with universal grab or other weird stuff next season, if i cant help myself :D
What a horribly horribly nuffle decided match.............

To me, this game is perhaps, legendary.

Goblins, bah, I underestimated goblins so much, I played really badly the first half.
Played badly the start of the 2nd half as well.

Mafia played really well, taking many stunty dodges that I never even considered.

However, Elf hijinks allowed me to even the game in a 2-2 score, with 20/20 match rating.


.https://drive.google.com/file/d/0B4PBKCqTpzGwaFdGZ3NlVUVlTHc/view?usp=sharing
Amn Shadows get a 2-1 victory over the Ratpack

We hired some armorsmiths to improve our AV, the pit cultists of Khorne have AV8 and they wear loin clothes too. The smiths informed us that even if we went out in platemail our AV would not change. That made no sense so we sacrificed the armorsmiths to nuffle to curse our armor dice less than our opponent's.

We received and that really gave us the advantage in a war between AV7s. Much armor was broken, leaving many rats in their KO box and one gutter badly hurt. By the end of the half their were only 4 rats left standing with the other three gutter wisely running away from the norse. I stalled for fear of a 1-2 turn TD. With two opportunities for those in the KO box to recover thye Babe did her job and everyone of the rats came back.

Second half the tables were turned and it was the Norse ending up in the KO box. I put up as much resistance as I could but they easily scored, though I'm pretty sure his thrower threw an inaccurate pass that landed directly in the gutter runners hands (not sure about you but I'd call that pretty accurate.)

I got enough guys back from the KO box to make it 10v10, I tried making a throw in my backfield to level up a lineman but my runner dropped it. As the rats closed in the runner was able to pick up the ball and get into a cage, we were able to eventually move in for a TD turn 16.

On turn 15 the ref finally was feeling brave enough (maybe because both my werewolves were ko'd and my yhette was completely surrounded) and ejected my dirty player, Yoshimo, as a Bounty hunter and traitor he was expertly removing players from the pitch through less than legal means throughout the match.

The rats last ditch effort was to get their rat ogre with tentecles and a prehensile tail next to my ball carrier but he failed the GFI.

Match will be uploaded soon.
My match against CSPVG ended 2-0 in my favour on the second try.

On the first try CSPVG's bloodthirsty tree killed two of my Rotters, and then threw a Halfling to the TD. CSPVG then got disconnected in turn 6 and I got an autowin.

On the second try the same two Rotters ("Staying Alive" and "Deadly Friend") got a Smashed Ankle (-1MA) and Badly Hurt instead, and the Halfling throw failed.
Nuffle really had it in for him from then on. Suddenly my Pestigor "Fred" could dodge (which he hadn't managed at all in the first try) and the Halflings couldn't hold on to the ball.
No Halflings got injured during the match though.

And with this I wish you all Happy *whatever you celebrate* and a wonderful New Year!
We'll visit relatives all over Germany for the Holidays and although I'll have a laptop with me I don't know if I'll be online much. But I'll try.
Many hugs and good wishes all around, and see you soon!
Post edited December 20, 2014 by Piranjade
The Good Old Ghouls won 2-0 against A_Fnord's Khorne team. Replay is here.

The match could have gone the other way quite easily. My first touchdown resulted from a quick break that was possible because the demons failed to pick up the ball. Then I barely averted an equalizer after A_Fnord's ball carrier had broken through my defenses already - a combination of lucky block and dodge rolls on my side allowed my ghouls to steal the ball just before the demons could run it home.

In the second half I was vastly outnumbered. My ball carrier got hemmed in at the sideline, and was just about to be pushed into the crowd - but due to an unlucky GFI by the demons, and again some lucky rolls on my part, she instead managed to dodge through the defenses and score another touchdown.

Again, despite throwing almost 40 blocks, I didn't manage a single casualty. The two casualties that the demons suffered, were caused by failed GFIs or dodges. Again, both my mummies were ko'd or CAS'd. And again, my ghouls saved the day, assisted by the wights. I wonder why these mummies are so freaking expensive. In all four matches that I played, they have been less effective than a zombie, as well as more fragile than a zombie, despite costing three times as much as a zombie.

Unfortunately, two of my positionals (Ghouldon Once-Freeman and Mummy Kong) will miss the next match, which is a pity since we'll be playing against the one other team in our division that won all 4 matches so far.