It’s a giant security hole. In any networked multiplayer game that depends heavily on randomness, there’s no justification for the client having access to the random number generator state.

The client is in the hands of the enemy. Act accordingly.

I wont totally disagree with that.

Wow, lots of drama in the Cyanide world. However I looked in here for different reasons.

Does the Legendary Edition include a better tutorial for the boardgame Blood Bowl, or do you still need the living rulebook open next to you?

The rules themselves are pretty simple. It’ll take you a couple of games and you’re up to speed.

You’ve convinced me.

Now to decide whether to splash out on the Legendary Edition, or just get the base edition to see if I enjoy the game. As I did play against one person before, and it ended up as a complete mess of everyone piling into the middle and nothing happening.

Man, I couldn’t possibly recommend the classic over the LE.

I bought the Dark Elves base game when it was on sale at Gogamer, with the rationale that since it gets you 30% off the Legendary Edition it was still saving me money over buying Legendary new. If you can find a deal on the base game, this might still hold true.

It’s also worth mentioning that the base game has now been patched to the LRB6 rules, and things like the kick-off table results now make more sense and are more clearly grounded in the rules.

I’d be interested in your experience playing with them. I’ve just started to try them out and I can see I’ve got my work cut out for me.

What kind of starting lineup do you use? Do you go with Flesh Golems or Ghouls or both, for example?

It seems to me that the first games with little Block on your players requires a very patient style and protecting the Necromantic Werewolves. Even more so if I start with only two rerolls to get two Wights, Flesh Golems and Werewolves and zero Ghouls.

Should I only mark opponents with zombies when I want to slow them or always? And anything else you’ve found useful. I’ve read the Necromantic stategy thread on the official forum and the advice on on bbpb.de and bbtactics.com and the Necrotacticum.

I’d say either start with only one werewolf or forgo the ghouls until you make more money. Werewolves are awesome when they skill up (and pretty damn good before) but will be targeted heavily so protect them. Zombies make good roadblocks or speedbumps as necessary, but be wary of throwing them away against tough opponents with claw and/or mighty blow.

Quoting an earlier post where I stated some of my thoughts on my Necro team:

IIRC, I started with 2 Flesh Golems, 2 Wights, 2 Werewolves, 5 Zombies, and 2 Rerolls (3, maybe?).

Definitely hold off on the Ghouls for a bit. I lucked out in the first game I added a Ghoul, in that he had 1 TD and then got MVP; I gave him Sure Hands, and he became a ridiculous TD machine afterwards. I tried spreading the TDs out, but unless I add Pass to my Ghoul or Catch to a Wight or Werewolf, it’s still pretty dicey moving the ball around between players with the Necros.

The Werewolves are pure blitzers, and should be given Block and Tackle ASAP. They are mobile, can crowd surf, and have claws that can help in taking opponents off the field. They’re the MVPs of the Necro team. I’m building one as a pure basher (Block, Tackle, Mighty Blow or Guard, perhaps), and one as a ballhawk (Tackle, Strip Ball, Sure Hands, perhaps).

The Flesh Golems only have Str 4, and they need Block badly, but they’re very good for tying up the line of scrimmage with their Stand Firm ability. Like most pure bashers, they’re slow to skill up.

The Wights are not as mobile/versatile as the WWs, but they start with Block, and with their MV 6, they’re necessary for team maneuvering until you pick up Ghouls. They’re tougher, slower, and bashier than the Ghouls, so try to skill them up as much as possible until the WWs and Ghouls start running away with all the TD SPPs.

Ghouls are the main Necro scoring threat. They’re the only non-Regenerator on the Necro team, and with MV 7, Dodge, and low AV, they’re designed to stay away from fights. I’ve skilled up one to be a ball carrier, and I’m tempted to try something different with the other Ghoul, but the Necros aren’t a passing team, and the Ghouls are the most fragile players on the roster, so they can’t really be too bashy, either. Perhaps the 2nd Ghoul could work as a ballstripper/blitzer/interceptor type.

For defense, I try to mark as much as possible with my Zombies and Golems, use the Wights for zone defense or blitzing, and keep the Werewolves and Ghouls as safeties and blitzers.

Zombies and Golems are pretty awful at tackling, so the more agile units (WWs, Wights, and Ghouls) are crucial for reacting and blitzing, accordingly. Until you get Ghouls, I’d keep the Wights in the backfield with the Werewolves, to maximize your team’s maneuverability. Either of them can go one-on-one favorably against many teams’ catchers, and they have the MV and AG to better attempt ball pickups and cages with each other (until the slow-moving Zombies and Golems can help out).

On offense, the WWs’ MV makes them your best running threat. That role can be switched to Ghouls once you get them, though, as the WWs can use their offensive skillset to clear opponents away from the ballcarrier. If I feel confident enough in the team matchup, I let the Wights (attempt to) take the ball and score, as the Necros really need to spread some SPPs around to their skill players, and the Golems are too clumsy to score.

Thanks for the tips, Balut and Nathan! I think I’ll get to test them out soon in a multiplayer league with my friends.

1000 TV is not enough for that lineup and three rerolls, more’s the pity. Did you end up buying a third? Did you play your games multiplayer or single player?

Are the “Competition Rules” from the specialist games section of the GW site the rules the game uses? I can’t find anything called “Living Rulebook 6” for download.

Yes. The same rules are included with the game.

First thing I added to my team was a 3rd reroll, followed by a replacement Flesh Golem for one that was killed (luckily it was the one that hadn’t skilled up), and then one Ghoul.

Is there any guide around for how to play a season/league. I just played an Amazon v Dwarf game and did fine. I’m just wondering how to structure things for the Euro League we’re playing.

As in player development?

Aye. And an idea for inducements, and team selection, and whether to get apothecaries and all that.

This seems to be a rather comprehensive site.

Basic rules of thumb as I understand them (though it all depends on the team):

  • Get a minimum of two rerolls in your starting setup (they cost double once the season starts, so the price is worth it, and you will need them).
  • Apothecary is important if you have fragile expensive players (>80K in cost and <8 in AV). However, waiting to buying one with your income from the first 1-2 matches is a viable choice.

BBTactics is an excellent resource. Player development in particular is covered in detail for every team but there are some very good general strategy articles there too.

Two rerolls is really the bare minimum, I’d look to get atleast three, but some teams need to fill out their positional players from the start and then sacrifices have to be made. I say this because you will fail 2+ GFI rolls, roll both down on a two-die block, or fail a dodge with an elf sooner or later, and with no rerolls you’re screwed. When you’ve run out of rerolls your opponent has the advantage because every action you do is just one failure from a turnover and you no longer have a safety net.

Well, I’ve played two games so far (almost.) First game was Amazon vs Chaos. I was winning with the Amazon at half time. One touch down, what seemed to be an easy run into the endzone for a try. Second game was part of the season long tournament. I again played Amazon but this time against Undead (I think.) It ended up two all, with me spending most of the time defending with them running from edge to edge to get their touchdowns. I think I went in too hard and didn’t play to the running/passing advantage the Amazons have.

Still, it was good fun, and I’m looking forward to the league. Although now I want to go out and buy Blood Bowl and paint up a team. Rolling dice is so much fun, plus it’s an excuse to give painting a go.