I need to have a rule clarified. In my most league-game I told my opponent that I read on the Web that (officially) I dont have to declare if I want to use Mighty Blow to modify my dice roll until after I've rolled the dice on the armor roll. Meaning if I beat the armor without using the MB I can instead use it on the injury roll.
OK - my timing was bad since I had the only guy on the field with MB ... so it wasn't pretty. But that's besides the point.
Now
Could someone please clarify for me who is correct on this. Do I have to declare it prior to the armor roll ... or can I wait until I know if it makes a difference. As far as I can understand that is how skills work now.
I would appreciate if the reply pointed out where I can find it in the rules ... a FAQ ... or a Q&A with the creator of the game.
Thanks
Bo Siemsen
Born-again-bloodbowler
Declaration of Mighty Blow prior to armor roll ?
Moderator: TFF Mods
-
- Experienced
- Posts: 97
- Joined: Fri Feb 14, 2003 1:45 pm
- Location: Copenhagen, Denmark
- Sushé Wakka
- Emerging Star
- Posts: 332
- Joined: Fri Jan 03, 2003 1:41 pm
- Location: Ogrobe, Galicia, Spain
-
- Experienced
- Posts: 97
- Joined: Fri Feb 14, 2003 1:45 pm
- Location: Copenhagen, Denmark
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
Sushee Wakka is right. The usual problem with finding the right ruling in the rulebook, though.
Anyway, the fact that you can choose to use any skill AFTER the roll seems to be some kind of insider knowledge bc. many players are completely irritated when you use it that way (especially in the middle of a match) and then show them the official rule. It's somehow against the playing belief and feeling to declare an action after knowing if you'll succeed or not. It even makes place for more discussion when used with piling on or diving tackle where a turn-over or an injury is looming.
I guess this rule is being introduced to get all the skill usages in accordance to each other, else you had to announce beforehand to re-roll if you use pass, catch or dodge, as well.
We have house-ruled that all non-re-roll skills have to be announced before the dice roll, just following our game feel and the belief that BB is a luck based game, after all
Anyway, the fact that you can choose to use any skill AFTER the roll seems to be some kind of insider knowledge bc. many players are completely irritated when you use it that way (especially in the middle of a match) and then show them the official rule. It's somehow against the playing belief and feeling to declare an action after knowing if you'll succeed or not. It even makes place for more discussion when used with piling on or diving tackle where a turn-over or an injury is looming.
I guess this rule is being introduced to get all the skill usages in accordance to each other, else you had to announce beforehand to re-roll if you use pass, catch or dodge, as well.
We have house-ruled that all non-re-roll skills have to be announced before the dice roll, just following our game feel and the belief that BB is a luck based game, after all

Reason: ''
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
- Hox-ii
- Experienced
- Posts: 99
- Joined: Tue Jan 14, 2003 10:19 pm
- Location: East Lansing, MI
- Contact:
I really don't have too much of a problem with this ruling, except with one exception. For most skills, it's not a big deal... but for the infamous piling on, this ruling is kinda wierd. I realize that it can be rationalized that a player hits a guy, knocks him down, sees he didn't hurt him, so decides to pile on to hurt him more. However, I've been told time and time again on this board to always view the game from the mechanics side of view and not the realism side.
So regarding piling on, I think it's odd that a player can roll to see if he breaks the injury roll, and THEN can decide to use piling on or not. Piling on is a very lethal skill on high strength characters, as has been discussed before, and giving them the ability to *not* use piling on when they actually break the armor roll initially gives that player a very large advantage. We have a minotaur in our league that is on everyone's hit list because he's been piling on every star player we have, and has dished out 6 niggling injuries in the past 4 games. By giving his coach the extra ability to leave his minotaur standing after a successful armor roll, we would be in for an even greater world of hurt.
I'm not complaining about the ruling, because I really don't know which way it should go.
So regarding piling on, I think it's odd that a player can roll to see if he breaks the injury roll, and THEN can decide to use piling on or not. Piling on is a very lethal skill on high strength characters, as has been discussed before, and giving them the ability to *not* use piling on when they actually break the armor roll initially gives that player a very large advantage. We have a minotaur in our league that is on everyone's hit list because he's been piling on every star player we have, and has dished out 6 niggling injuries in the past 4 games. By giving his coach the extra ability to leave his minotaur standing after a successful armor roll, we would be in for an even greater world of hurt.
I'm not complaining about the ruling, because I really don't know which way it should go.
Reason: ''