#BLOOD BOWL 2 FOULING PRO#:)Ī player with Pro may try to re-roll any one dice roll every team turn. There are so many other more useful skills, that I have never ever seen a player use this skill. Tactic/Personal note: This skill can be used to place players in posision for interception, or to add Tackle Zones to thrower or catcher. The opposing coach is not allowed to change his mind about the throw after seeing the move. #BLOOD BOWL 2 FOULING FREE#This free move is made after range has been measured, but before interception attempts. As long as the opposing player is in his Tackle Zone, may not use Dodge to a) defend against a Block from this player, or b) re-roll an attempt to Dodge out this player's Tackle Zone.Ī player with this skill may move up to three squares when the opposing player announces a Pass (throws the ball). Personal note: I've always seen this as an extremely useful skill, but not quite worth taking instead of other useful ones, like Block, Dodge or whatever.Ī player with tackle negates the Dogde skill of opposing players in his Tackle Zone. To use this skill (do the kick), the player must be set up on the field, and must not be on the Line of Scrimmage or in either Wide Zone. If a player with Kick can perform a kick-off, the number of squares the ball deviates before landing is halved (rounded down). Only one leader re-roll is granted per half, even if the team has several leaders. A leader re-roll can only be used while a player with leader is on the field. :-)Ī player with this skill gives the coach a leader re-roll each half, which can be used just as normal team re-rolls. (Note: Pushing a player into the crowds automatically injures that player. Very useful way of getting rid of players. Blitz anyone foolish enough to be standing 1-4 squares from the sideline (or further away if you feel confident), using frenzy to push them out of the field. Tactics suggestion: A favoured tactic of mine is to use frenzy to push other players into the crowds. He will continue to block until a) at least one of the players are knocked over, or b) he runs out of movement points. When blocking, a player with frenzy must follow up if he gets a pushback result. Personally, I never use this skill, as I'd much rather make my team better than cripple the opposing team. Nonetheless, all opposing coaches will hate them, so they are target numero uno for being brutally thrown into the crowds. Personal experience with this skill: Dirty players do a lot of casualties, so they gain a lot of Star Player Points. But now, there are much less chances of getting the horrible result "Dead". This doesn't reduce the number of casualties scored, so it isn't a disadvantage for the team with dirty players. If any major injury is inflicted (10+ on two dice), another unmodified d6 is rolled: To counter this, special injury rules can be implemented: Variant: The Blood Bowl leagues I have played have all thought this skill to be overkill. The skill can only be used if the player is actually fouling, assisting is not enough. If he fouls an opposing player, he gets a +2 bonus to both armour and injury rolls. If the sum is greater that the opponent's strength value, the dauntless player's strength is counted as equal to his opponent's for this block, before bonuses are added for assists.Ī dirty player knows all the dirty tricks. When trying to block an opponent with more strength, the player's coach roll two dice. This will reduce the chance of being knocked over during a block by 1/6 (for one die).Ī player can use this skill against stronger opponents. Having the Block skill makes the player unaffected by the "Block" result on the Block Dice, both in defence and attack. See Blood Bowl Skill List for more Blood Bowl skills. This is a short description of general skills in the board game Blood Bowl.
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