Blood bowl League 3 Season 4 sign up thread

Huung

Well-Known Member
I didn't... I used to have a human team for matchmaking... my thrower got a lucky strength skill and so ended up with Pass, Accurate and Strong arm. All I needed then was Hail Mary lol

Why take HMP if you have bonuses to passing normally? HMP is always inaccurate, and only fails on a natural 1... You're better off just throwing long bombs.
 

Ronin Storm

Administrator
Staff member
Why take HMP if you have bonuses to passing normally?

HMP isn't range restricted and doesn't require a receiver, IIRC. This makes it a little like a punt but with a chance that you can receive your own punt...
 

Huung

Well-Known Member
HMP isn't range restricted and doesn't require a receiver, IIRC. This makes it a little like a punt but with a chance that you can receive your own punt...

It's not range restricted, no. It's just not normally used on teams which can actually form a decent passing game, as it's horribly unreliable. The way Zeej had put it made it sound like the other skills he'd picked up were going to be of some benefit when he took HMP, which isn't the case.

HMP is useful on the more obscure teams, like Khemri - where a valid tactic is to flood the back field with skeletons and HMP in amongst the clump. Agile teams, or teams which have dedicated receivers shouldn't be taking HMP unless they're playing some very strange tactics and ignoring their natural abilities. HMP doesn't combine with skills like Accurate/NOS/Strong Arm etc.
 

Ronin Storm

Administrator
Staff member
Agile teams, or teams which have dedicated receivers shouldn't be taking HMP unless they're playing some very strange tactics and ignoring their natural abilities. HMP doesn't combine with skills like Accurate/NOS/Strong Arm etc.

Oh, I agree. I just try not to think of HMP as actually passing as, like you say, it doesn't use the other passing skills. It's a special teams sort of thing, a bit like having Kick; damnably useful when it comes into play, but otherwise almost useless.
 

Panda with issues...

Well-Known Member
Agile teams, or teams which have dedicated receivers shouldn't be taking HMP unless they're playing some very strange tactics and ignoring their natural abilities.

Natural abilities like dodging, high agility and movement? I mean, it would be silly to think there would be some sort of benefit to chucking a long, deep ball and sending 4 gutter runners after it... It's not like they have the agility to dodge past slower defenders, or the speed to get to the ball ahead of them...
 

Huung

Well-Known Member
Natural abilities like dodging, high agility and movement? I mean, it would be silly to think there would be some sort of benefit to chucking a long, deep ball and sending 4 gutter runners after it... It's not like they have the agility to dodge past slower defenders, or the speed to get to the ball ahead of them...

All right Mr SmartyPanda. Skaven are a little different in that they tend to be an agile running team, they don't have dedicated receivers (by that I mean receivers which start with catch and/or are called Catchers).
On the human which Zeej was levelling, something like Safe Throw would be a lot more beneficial to the throwing game than HMP.
 

Dreamy

In Cryo Sleep
All right Mr SmartyPanda. Skaven are a little different in that they tend to be an agile running team, they don't have dedicated receivers (by that I mean receivers which start with catch and/or are called Catchers).
On the human which Zeej was levelling, something like Safe Throw would be a lot more beneficial to the throwing game than HMP.

Stick to "Has catch skill" - Slann have dedicated receivers that are called catchers, but they start with diving catch instead of normal catch, so for them HMP is definitely a popular skill. Flooding the backfield with three or four Slann catchers means HMP can come in very handy.

For the human thrower - Safe throw should come before HMP for über passing skills. (And given the difficulties with Cyanide's interface, a passer should never get HMP, since it is much too easy to accidentally HMP)
 

Huung

Well-Known Member
Stick to "Has catch skill" - Slann have dedicated receivers that are called catchers, but they start with diving catch instead of normal catch, so for them HMP is definitely a popular skill. Flooding the backfield with three or four Slann catchers means HMP can come in very handy.

For the human thrower - Safe throw should come before HMP for über passing skills. (And given the difficulties with Cyanide's interface, a passer should never get HMP, since it is much too easy to accidentally HMP)

True, Slann are the exception there, though. I want them to be implemented in Cyanide :(
 

Narly Bird

New Member
Just remember also that with HMP, assuming it isn't caught by one of your team members it is an automatic turnover. So whilst the idea of sending the GR's through is tempting, just remember that they should start moving before the pass is thrown. The only passing skill HMP goes well with is pass, as it allows you to reroll in case of a fumble.
 

Panda with issues...

Well-Known Member
Just remember also that with HMP, assuming it isn't caught by one of your team members it is an automatic turnover. So whilst the idea of sending the GR's through is tempting, just remember that they should start moving before the pass is thrown. The only passing skill HMP goes well with is pass, as it allows you to reroll in case of a fumble.

Sure. It's unlikely that they will recover it on the same turn. The idea is to flood the backfield, then put the ball in a corner of the pitch near the endzone for a 'coffin corner' play, or at least, as far away from opposing players as possible.

It's a nice way of punishing players for not keeping a safety in the backfield, or slow teams like dwarfs.

It's also a very strong strategy if you're a fast team, and you've stripped the ball near your own endzone, as a few others have mentioned, similar to a punt, but with the aim of recovery.
 

Panda with issues...

Well-Known Member
Right, consolidating the info in this thread, we have:

Panda
thatbloke
Comrade phil
Xarlaxas
Xylak
Lebe666
Hoverdog
Orobi
Ghostwolf67
Dreamy
Moguai
Huung
Shigan

Plus probable Ronin.
I'm assuming Velaphor is playing too.

This makes a highly convenient 15 teams, which, with three bye week teams takes us to 3 divisions of 6. Perfecto!

If Vela and Ronin could confirm, I'll set up the league framework for applying to with teams ASAP.
 

Huung

Well-Known Member
Vel says, and I quote, "I am a super lame butthole and do not wish to partake in the next league as I lose all the time and I'm a rubbish loser". Verbatim.
 

Dreamy

In Cryo Sleep
Play Khemri.

You have the excuse "no skills on the main players, AG 2 at best" whenever you loose - only Khemri still have a chance to win (and many teams struggle to cope with ST5 players lurching around and getting in the way all the time)

Otherwise - hope you get over it. Plenty of people over at bbtactics.com have stopped playing for a few weeks or months due to loosing all the time. (Even I felt the need for a hiatus - that luckily happened during the Christmas break so I didn't have to play anything, nor cancel anything)
 

Dr Drae

In Cryo Sleep
Gah! Been away, but if you still need another person to balance the numbers, I was planning on playing this season. If it's already set up, no worries and sorry for my timing. >.<
 
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