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Blood Bowl: Chaos Edition is the latest edition of the video game adaptation of Games Workshop's famous board game. As an ultra-violent team sport inspired by the universe of Warhammer, Blood Bowl lets players recruit a team of Orcs, Elves, Humans, Vampires, Ogres, Dwarves, and many other fantasy creatures who will throw themselves into the.
I play the Khorne deamons. They're low level with the highest leveling being a Bloodthirster with mighty blow/pro and none of my cultists have block. Pretty much my league is bash-heavy with the occassional artsy thrower Elf team that I break over one knee.
One of my cultists, however, have four agility with nerves of steel that I designated as my ball carrier.Funnily enough, I can handle good old fashioned Dwarves and give them a run for their money but Chaos Dwarves are just horrible not just for their bashing power but their bull centaurs that can also double over as a four strength killer as well as a ball carrier. (Sure, they start off with 2 agility but my luck's always been one of them with sure hands.)Their hobgoblins are barely worth mentioning since I see most of them being used for fouling.Higher armor value and the coach knowing how to position properly makes it a boring, long game of me trying to push a brick wall. Anybody know how to deal with these guys? First off, go back in time and slap yourself for getting pro on a bloodthirster instead of block.With that out of the way, you want to target the bull centuars with your bloodthirster since he has claw and MB. They should be your priority targets, though hitting the hobgoblins as much as you can with other players is important.Do you have any cultists built for throwing? If so, your best option is to try a passing game with your agl4 cultist to take advangage of the dwarves slow speed., since with your bt and your daemons with horns you should be able to make a hole in his line early on to run a cultist or two through.At the end of the day though, Khorne suffers heavily against built up bash teams because of the overabundance of frenzy falls apart against guard in any numbers.
Originally posted by:First off, go back in time and slap yourself for getting pro on a bloodthirster instead of blockOn the contray, since I'm blitzing him so much the block wouldn't do as much as pro considering he's a faulty killing machine. I get wild animal back firing less and as a result killing a whole lot more at the cost of zero team rerolls.:D Juggernaught also takes care of the inevitable double 'Both down' by treating it as a push.As far as cultists built for throwing no, not yet. It's a pretty fresh team with only five games in but I have an abundance of rerolls. (Three by default)And do I make a hole in his line despite the fact that the ball centaurs are in the very back? How many cultists do I put on the line of scrimmage? What about when they get the first turn and box themselves? Do these bull centaurs have break tackle yet?
Because if not, they're very easy to lock down because of their low agility. The thing about putting recievers in the back, is that you don't have to pass to them. All they need to do is divert opposing players to deal with them.Still that's a very elfy strategy, and it sounds like you really don't have the skills to try it yet.As for breaking the line, I'd sugest hitting one dwarf with the bloodthirster and blitzing another with a daemon, with gives you two high strength hits on the line.
CDorfs are considered to be top-tier by most coaches I know. Quite bashy, while still having the potential for some truly amazing speed plays.Your best option might be what people in my own leage have taken to calling an 'elfnet'.
That means leaving some of your players spread out so there is no way any single move can make any progress without having to dodge something. It's basically a delaying tactic, but it works well if you have something that can break the ball loose if an opportunity arises, and between frenzy-pushes and the 'thirster, you should be able to arrange that. First, get Guard on that thirster (and anyone else with S access) as soon as possible.
Khorne are, by design, a turnover-heavy team until the blocks become reliable, at which point they become a cas-causing machine (extra blocks from Frenzy means extra cas) and positional nightmare. Guard on anyone who can get it, and Block/Wrestle on everyone else, is key.Second, the problem you're having is probably with the Bulls.
Unless they have Break Tackle then you should be able to use a Pit Fighter or two to mark them up. No blocks, just stand there. If he gets knocked down (and he will) then get back up and take some more.
Your Thirster will be great against the Dwarves themselves, and should pile into them: he can reasonably hold a number of them in place, further screwing your opponent's positional game.Finally, as has been mentioned., CDs are a Tier 1 team. That means they are highly competitive. Khorne are not Tier 1: they are tier 1.5. That means that they are less competitive. The difference isn't massive, but it may be enough to make a difference with evenly matched teams and coaches. Originally posted by:Actually, in my opinion Khorne are tier.99.
Somewhere behind goblins (but still ahead of Khemri), anyway. They're an incredibly weak team with one or two gimmicks that can occasionally pull out a win. I have statistics from several thousand games which say you are incorrect. The win% for Khorne is in the tier 1.5 range at 45% both in matchmaking and in leagues (solidly for MM, less so for the league data I have simply due to sample size).For context, I run Forum Open League (the biggest moderated league in the game) and get server dumps from Cyanide. I was also on the Khorne design team. I can provide the data if you disbelieve me. Originally posted by:Actually, in my opinion Khorne are tier.99.
Somewhere behind goblins (but still ahead of Khemri), anyway. They're an incredibly weak team with one or two gimmicks that can occasionally pull out a win. I have statistics from several thousand games which say you are incorrect. The win% for Khorne is in the tier 1.5 range at 45% both in matchmaking and in leagues (solidly for MM, less so for the league data I have simply due to sample size).For context, I run Forum Open League (the biggest moderated league in the game) and get server dumps from Cyanide. I was also on the Khorne design team. I can provide the data if you disbelieve me.
Thanks for both those things, dode dude. I was doubtful about Khorne's value for the first few tries, then it all suddenly clicked. Right now my KhD are holding their own above my average W/L in FOL.