With a Halfling team, they level with a passing game. Essentially, you build a team full of throwers and catchers, have them scatter all over the field, and play Hot Potato with the ball until you can get one to score. You never try to hit anyone, you just run away. Every player takes Block, so they can defend themselves against the inevitable Bash Blitz every team does against Halflings, and after taking Block you build for catching and passing. Never have a Halfling hold onto the ball for more than one turn, keep the other team guessing and chasing after the ball. Unpredictability, spreading out, and making them chase the ball instead of your players is going to be your strength. Oh, and only put the bare minimum of players on your scrimmage (use your Treemen and one expendable Halfling), and scatter the rest all over the place. Embrace your inner Monty Python, and RUN AWAY RUN AWAY RUN AWAY!!! And brace for casualties. Lots of replacement Halflings. You WILL lose Halflings, even veteran players. It's just going to happen, it is unavoidable. Just expect it, and plan for it to happen.
The KO's absolutely matter, in my opinion. You may not get any injuries, but it takes them off the field and you can basically stall by passing the ball around for SPP and easier scoring. That's what I'd do, anyway. I do that with my Wood Elf team when I get a numbers advantage. They're doing much better now :D
Next run please consider doing a chaos team James. It would be great to see you do a run with a bashy team. Chaos warriors are brutal, and all beast men have horns. With extra movement they become really good blitzers, while an agility or MA roll makes them pretty good in other roles too.
I don't know what's so difficult about Halflings, I got 21 SPPs in my first match with a fresh team. Total anomaly of a game obviously, but you know it's going to be juicy when a Treeman kills a Beast of Nurgle with the first block of the match. My tactic for Halflings is to take away the AI's re-rolls with a Chef (only costs 100k for them) and bait them into risky rolls to cause turnovers. Winning a game is usually not the problem, not sustaining lasting injuries is indeed more of an issue.
Hmm haven't played the game myself, but perhaps you are winning too well? That is to say, you're scoring well and quickly, and prolonged games would've given your players more opportunities to level up? Also more opportunities to get injured, so I guess it's a double-edged sword
With a Halfling team, they level with a passing game. Essentially, you build a team full of throwers and catchers, have them scatter all over the field, and play Hot Potato with the ball until you can get one to score. You never try to hit anyone, you just run away. Every player takes Block, so they can defend themselves against the inevitable Bash Blitz every team does against Halflings, and after taking Block you build for catching and passing. Never have a Halfling hold onto the ball for more than one turn, keep the other team guessing and chasing after the ball. Unpredictability, spreading out, and making them chase the ball instead of your players is going to be your strength. Oh, and only put the bare minimum of players on your scrimmage (use your Treemen and one expendable Halfling), and scatter the rest all over the place. Embrace your inner Monty Python, and RUN AWAY RUN AWAY RUN AWAY!!!
And brace for casualties. Lots of replacement Halflings. You WILL lose Halflings, even veteran players. It's just going to happen, it is unavoidable. Just expect it, and plan for it to happen.
The KO's absolutely matter, in my opinion. You may not get any injuries, but it takes them off the field and you can basically stall by passing the ball around for SPP and easier scoring. That's what I'd do, anyway. I do that with my Wood Elf team when I get a numbers advantage. They're doing much better now :D
Next run please consider doing a chaos team James. It would be great to see you do a run with a bashy team. Chaos warriors are brutal, and all beast men have horns. With extra movement they become really good blitzers, while an agility or MA roll makes them pretty good in other roles too.
Oh no! You have invoked James! We must only speak of Reformist™
I wouldn't mind seeing a chaos team. Loving the Skaven as they are definitely out of your comfort zone.
I don't know what's so difficult about Halflings, I got 21 SPPs in my first match with a fresh team. Total anomaly of a game obviously, but you know it's going to be juicy when a Treeman kills a Beast of Nurgle with the first block of the match.
My tactic for Halflings is to take away the AI's re-rolls with a Chef (only costs 100k for them) and bait them into risky rolls to cause turnovers. Winning a game is usually not the problem, not sustaining lasting injuries is indeed more of an issue.
Those halfling were PACKERD in terms of skills.
Absolutely NEED a lizardmen playthrough!
Yes Yes Yes
10 ma with sprint would enable you to get a 1turn TD.
LoS (line of scrimmage) to TD zone is 13 movements, so the 10+3 go for it, can be huge.
"Badly" against the Halflings? You won 5-0, that's not bad at all, really.
If you do decide to play another round of blood bowl in the future I’d love to see a bash heavy team, maybe not orge bashy but definitely bashy
Which team would you like to see? :)
I would love to see a chaos team!
@ chaos, dwarfs, or greenskins! WAGH
Heck yeah, let's see some Chaos Dwarfs
@@ReformistTM Chaos!
Hmm haven't played the game myself, but perhaps you are winning too well? That is to say, you're scoring well and quickly, and prolonged games would've given your players more opportunities to level up? Also more opportunities to get injured, so I guess it's a double-edged sword
when you arent enjoying the game you tend to nitpick every little thing, it becomes less fun.
I am enjoying the game, otherwise I wouldn't be playing it. Is it not okay to get tilted in a game about random chance? Guess not :\