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take vicious player and uberpunch and you will put stuff out of the field very very fast.
and they gain more exp.
if simple punching was giving exp and wounding less common ball playing team woulnt be so few.
and in the long tearm in a league, ball playing team are ♥♥♥♥ ... ♥♥♥♥♥♥♥♥!!! they cant be helped by allies with stuff like guard they cant do decent move (short pass and ♥♥♥♥ whithout ending around 50% or 67%chance failling, then ball can get stopped during the pass.
they need massiv amount of reroll because of how bad the pass game is.
Just got whipped as skaven by bretonia. avoided contact as much as possible still at the end of first half i had no player left.
simply put he erased the 3 player you HAVE to put on the LOS then blitzed opne guy per turn adn removed all of them of the game thx to uber punch(+1to damage when you succes a block) skill.
want less killer team simply remove the killer perk.
Played saurien with uberpucnh whipped out the floor with chaos blood this skill is just too good.
Thats just bad coaching, if you're preventing the cage right then they are only getting 1 blitz a turn. I play mainly DE and to this point have only had 1 player die in 17 games, in the official open ladder, thats 7 games against chaos teams. a squishy team can make it through the game just gotta play smart
you're breaking my heart lol.
except if everyblitz you take remove a player(easy with 2 dice) first turn he/I remove 3 player , because of three mandatory first line then remove(stun/KO) a player each turn add a vicious quaterman and easy slaughter, done whipped out in 8 turn, 8+3=11. Second half he player 6vs11 i punched him even harder killed the 6 guys and 3 chaos warrior and put 3 touch down.
I dont say its not bad luck but the punch(+1 to wound) skill trully flaw the equation, since it allow you to trully put ennemies out of commisions way too easily, even the big armor ones.
that punch skill allow more stun and KO already make it a super powerfull skill, dont need to make it a kill maim burn+sp generation skill too.
this problem also appear in tabletop game with old player rarely playing the balls and punching new player most fo the time. Because statisticaly it win the games more than pass run and grab the ball, and if you play league it sbest to farm sp early to get good skill to win more sp its a vicious circle and a hard one to break.
Since we're talking higher TV, I assumed the players will have Block, Claw (AV7), Mighty Blow, Piling On, Tackle (attacker) and Block, Dodge (Defender). I also assumed the attacked had a reroll available for each block and was wiling to use it to get towards injury.
24.9% - 2d RR,MB,PO,Tackle
16.1% - 2d RR,MB,PO
11.5% - 2d RR,MB,Tackle
13.5% - 2d RR,PO,Tackle
5.1% - 2d RR,MB
3.6% - 2d RR
Assuming positioning, number or strength advantage is really skewed, for 3d blocks:
28.3% - 3d RR,MB,PO,Tackle
20.6% - 3d RR,MB,PO
13.1% - 3d RR,MB,Tackle
15.3% - 3d RR,PO,Tackle
9.5% - 3d RR,MB
4.6% - 3d RR
The proper counter to Piling On (PO) is of course to get Fend. All calculations assume the attacker has Claw or the defender has AV7.
So, it's 11.5% chance to get an injury against a fully developed team (that has Fend), or 13.1%.
A proper elven team can typically score with 1 pickup (82%), a 1 die block (for push: 66.7%), a dodge (82%), and next turn dodge into one tackle zone (67%), dodge (82%), pass (82%), catch (82%). Even without any automatic or actual rerolls this bad two turn touch down scene has a chance of 17.9% of working - netting a total of 4 spp.
The thing is: the game has 32 turns. And against a bashy player, that'll mean something like 16 + 6 or 9 blocks against your players. So yes, the expected result is something like two or three injured for SPP gain - it can be substantially worse odds if an early dodge nuffles you, though.
Somebody can perhaps check the math, but it seems to me as if it's not that easy to get SPP from bashing, unless you face a team that lacks essential defense skills.
http://i1013.photobucket.com/albums/af259/dode74/FOLSPPGainByRaceEndS6.png
So no, bash teams do not gain more SPP than other teams on average.
I'm guessing that graph is showing just gains and not taking into account lost SPP at the same time ie showing the overall net increase in SPPs.
f.e. If the skaven are losing an average of 3 SPP/game to -ST injuries or deaths, their actual SPP increase is only 6 SPP/game.
Journeymen/rookies still have a chance of being MVP and thus losing 5 SPPs straight away - ofc not forgetting the circumstances where you're forced to pass/score with one of them dictated by the state of play at the time.
idk if you have the data available or even if it can easily be extrapolated - but a graph showing SPP decreases would be more informative than just showing CAS. (If you can filted out -ST and death rolls)