So I thought I would post this here and move it if the other one is revived!
I was thinking about some of my recent games and decided that perhaps some of the agility skills need to even up the onslaught felt by agility teams who play against a caging bashy team.
I know this is fun for the bashy team! (I love doing it too). But I think this is the only time I don't have a good fun game of BB, when my team kicks first gets minced on an offensive drive that lasts for the whole first half! And then can't field enough players to be a remote threat next kick off!
I know there is a sense of evil satisfaction from causing this and making an opponent concede is included in that, but I don't think it is really in the spirit of a good fun game of BB (at least not for both players!).
So these are my suggestions, for at least making the bashers focus on the ball a bit more or for slightly less bashing to be felt by the kickers.
Counter or Counter-attack (I'm sure this name has been used somewhere but I haven't seen it and It doesn't really matter anyways 'cos it's the implementation that counts

A player with this skill is used to relying on his agility and not his strength to win a fight. As a result he is adept at using his opponents strength against him (Judo style!).
I think it could be implemented like this:
When an attacker roles a dice and gets a "defender down" (either "straight pow" or "pow unless dodge", assuming defender doesn't have dodge!). Then if the defender has counter-attack they may role a d6 on a 1 then both players go down, role for armour as usual. However attackers turn does not end as his attack was "successful" so was the defenders but this is considered more of a sacrificial move (i.e. sacrifice throw in Judo)*. Any other role and play carries on as usual. A point to note: this skill does not work with block results which should be treated as normal.
*As an after thought I was tempted to say that a -2 or -1 to the defenders av role should be implied as he in effect controlled the fall / attack to inflict more damage on the attacker than himself, but I think this may then be claimed to powerful a skill...
However I think this should stack in some way with dodge, so If the defender has counter-attack and dodge! Then if a "defender down unless he has dodge" result is rolled then the defender is considered to have evaded the attack and thrown a block back at the would be attacker! On a role of 4+. I would see this as working by:
Player A attacks player B. Player A has block. Player B has dodge and counter-attack. When block die result is:
"both down" Then the attacker is saved by block skill as normal and defender goes down.
"defender down" Then see the rules for counter-attack with out dodge above. As the same would apply here.
"defender down unless has dodge" Ok here it gets a little complex please bear with me! Attacker pushes defender back as usual, then defender roles d6 on 4+ he can throw a single dice block back at the would be attacker! If he roles less than 4 anything out of the ordinary ends here. But with a 4+ the counter-block is only a single dice! As it happens too quickly for other players to assist!
Another point if both players have dodge and counter-attack then it would become a game of pin-ball until one player goes down! I'm not sure on this last point but... I think if the single dice block results in the original defender knocking the would be attacker down I think this should be a turn over! Not sure though might be too much...
Ok I know this is a bit long and if you got this far through it all I thank you! I know some people will say that this is too complicated but it would not really involve that many more dice rolls! Unless a pair of dodge, CA guys get in a brawl!

Thanks again and let me know what you think!