Blood Bowl Tips and Tricks

Want to know how to beat your opponents, then get advice, or give advice here.

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Darkson
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Post by Darkson »

Don't get to downhearted when you play a game and the dice screw you over - it will happen. It happens to the best and worse of coaches. Just shrug your shoulders and move on to the next game.

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Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
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Agentrock
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Post by Agentrock »

Yeah, your dice will let you know who is "master" from time to time...

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The end-zone “line of death” does not discriminate when one tempts fate by using a “go for it” to pass over it.
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Post by Shift81 »

From what I've seen, if you're a good coach you can minimize the effect that any single die roll will have on the game. But bad dice rolling only exacerbates bad coaching.

On the plus side, I've been putting the tactics I've learned here to use, and, while not winning every one, each game now is a hard fought match. Thanks! :D

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Democritus
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Post by Democritus »

It is great to have many re-rolls! I used to play a halfling team with 5 re-rolls on the starting team AND the chef. So I mostly got 6 or more re-rolls EVERY game! After that I have had a hard time playing with normal number of re-rolls on my starting team.
On the other hand halflings need more re-rolls than other teams...
But they also need more benchwarmers...

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Post by sangraal »

My Goblin team has 4 re-rolls, but I have twice (in the 7 games I have played with them) finished a half without using all the re-rolls.

Obviously, failing to dodge & then failing the Dodge re-roll is the primary cause of the turnovers in those games(and the reason Gobbos get pretty cheap re-rolls)

sangraal

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Democritus
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Post by Democritus »

yes failed dodge rolls is the main reason for many re-rolls on a stunty team. But if you have many rerolls you can take more risks, even make unfavorable blocks...

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lawquoter
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Post by lawquoter »

Darkson wrote:Don't get to downhearted when you play a game and the dice screw you over - it will happen. It happens to the best and worse of coaches. Just shrug your shoulders and move on to the next game.
And do not forget to say NUFFLE SUCKS! :lol: when that happens. Seriously, though, Bad Dies will happen (why they happen to me with my MBBL orc team, I'll never know... :roll: ), it's part of the game. I think the most important thing is to keep playing. It ain't the end of the world if you don't end up the Blood Bowl king of the universe. I'll never get there, and I know I'm not the worst, I'm just in it for the hobby, the comraderie, and killing my enemies. :wink: I think the hardest thing to acquire is the ability to "read" the game, i.e. having the ability to predict what will be open, or closed in 2-3 turns, and what your opponent is more likely to do to you than not. I've not quite gotten that yet.

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Djengis_Khan
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Post by Djengis_Khan »

failing dodge rolls with a stunty gobo :o !!!
with stunty you don't have any -- so you always get +1 !! and with AG 3 that means you only fail a dodge roll on a 1 or a 2 ..then dodgeing doesn't make much problems .....


Djengis

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Post by Flyin' Fling »

Djengis_Khan wrote:failing dodge rolls with a stunty gobo :o !!!
with stunty you don't have any -- so you always get +1 !! and with AG 3 that means you only fail a dodge roll on a 1 or a 2 ..then dodgeing doesn't make much problems .....


Djengis
you obviously haven't played many stunty teams...

you dodge a lot, so the averages catch up with you. you're bound to fail some sooner or later, and some games you always fail the first one you make.

sad, sad games, those are....

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Post by Djengis_Khan »

indeed! ! I never played a stunty team, althought i play skavens at the moment, But my brother plays with an orc team with some goblins and they dodge almost everything, but most of the time he just block a hole so the gobo don't needs to dodge to much..

:cry:

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Democritus
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Post by Democritus »

pure stunty teams must dodge A LOT, to survive, "only" fail on a roll of 1 or 2 is dangerous enough. Then if they happen to face a team with tackle...

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Post by darthvincor »

But this way, your opponent needs but one successful blitz to get through your defense.

I prefer using a setup which has two lines of defense, so the opponent would require a block and a blitz to get through:

____|X__X__X|____
_X__|_______|__X_
_X__|X__X__X|__X_
____|___X___|____

So, basically a 3-2-5-1 setup.
ianwilliams wrote:3-4-4 is a good setup against teams that are looking to score quickly and who aren't quick enough to escape the bottleneck.

I normally set up something like this 3-6-2 (?):

Code: Select all

____|__XXX__|____
____|_______|____
__X_|X_X_X_X|_X__
_X__|_______|__X_

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Post by DoubleSkulls »

darthvincor wrote:I prefer using a setup which has two lines of defense, so the opponent would require a block and a blitz to get through:

____|X__X__X|____
_X__|_______|__X_
_X__|X__X__X|__X_
____|___X___|____
You look like you are relying on your LOS to survive. Basically your defence is just as open as mine and has 2 big vulernabilites.

1) Your guys in the widezones are vulnerable to being frenzied (or quick snapped) off the pitch

2) Your players inside of the widezeone can be hit by a 2 dice blitz without requiring a guard - and your opponent only needs a push to open a hole.

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darthvincor
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Post by darthvincor »

What does LOS mean?

Well, my guys in the wide zone are usually ST 4, so that's not really a problem. But you're right about the guys inside the wide zone: one push-back and the defense is open.
Your inside defense is indeed better, with 4 players in a row. In fact, on second thought, your setup is actually much better than mine.
I might use it in my upcoming 1/4-final against the Undead with my Orcs.

I've been using my setup for so many years that I've simply stopped experimenting and considering new ideas. Thanks Ian, I'll let you know how it worked.
ianwilliams wrote: You look like you are relying on your LOS to survive. Basically your defence is just as open as mine and has 2 big vulernabilites.

1) Your guys in the widezones are vulnerable to being frenzied (or quick snapped) off the pitch

2) Your players inside of the widezeone can be hit by a 2 dice blitz without requiring a guard - and your opponent only needs a push to open a hole.

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darthvincor
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Post by darthvincor »

Of course, Line of Scrimage! I should've known.
Actually, I don't rely on them heavily at all, since I usually put my cheapest and least skilled players there. Like skill-less lineman.



[quote="darthvincor"]What does LOS mean?

Well, my guys in the wide zone are usually ST 4, so that's not really a problem. But you're right about the guys inside the wide zone: one push-back and the defense is open.
Your inside defense is indeed better, with 4 players in a row. In fact, on second thought, your setup is actually much better than mine.
I might use it in my upcoming 1/4-final against the Undead with my Orcs.

I've been using my setup for so many years that I've simply stopped experimenting and considering new ideas. Thanks Ian, I'll let you know how it worked.

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