Help me suck less at Blood Bowl

Tallim

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Vegosiux said:
rodneyy said:
Vegosiux said:
SPP are gained per player, as follows:

Complete pass is 1 SPP to both involved I believe, and a hand-off counts as a pass as well (both of which you can do once per turn).
Note, of course, that passing is a "risky" action, a hand-off a bit less so.
not quite with passing, you only get spp for the passer not the catcher and you dont get any spp for the hand off.
Really? It's been months since I actually played, but, umm....wow, I might have misremembered that.
Yeah completed pass is 1 SPP, successful catch doesn't get you anything.
 

Tallim

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BloatedGuppy said:
BTW, thanks to everyone who participated in this thread. I honestly can't remember the last time this community was so helpful.
Blood Bowl has one of the best communities I've ever been a part of, both video game and board game ones. There are idiots as per all groups but everyone is generally quite helpful. Of course "nice" doesn't mean they will go easy on you on the pitch :p
 

Scorched_Cascade

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BloatedGuppy said:
BTW, thanks to everyone who participated in this thread. I honestly can't remember the last time this community was so helpful.
I've found that most everyone that plays Bloodbowl is quite helpful and polite with tips on how to improve your team but those same people will happily foul, dismember, maim, kill and reanimate half that same team when playing against you without a single moral qualm. ^^
 

Bullfrog1983

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When you're on defense set up tackle zones (like a checker board) to slow down the offense's approach, and if you're playing against elves hit them hard and a lot. Sometimes even stomping on their heads with a rubbish player isn't a bad idea either since if he gets ejected there's no big loss.

When you want to push players out of the way position yours in areas (near the target) where they can help you push, giving you extra dice.

Block is really useful for not knocking yourself out or losing your turn when there is a double KO.
 

HellsingerAngel

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BloatedGuppy said:
VERY comprehensive. Thank you. I've been using the "tight" cage, it would seem, when moving up field. I always get bogged down at center and need to try some kind of risky pass out to score. So far it's been effective, but I suspect that's a case of dice luck rather than sound tactics.
Depends on your strategy? I was running a similar styled Orc team through the Campaign mode and it worked really well. I just leveled my Orc Thrower to be able to run the ball as well as pass, and a pair of my Blitzers gained Catch and Dodge to be receivers who could muscle their way out of trouble just fine. I'd cage my Thrower and try to run up the field. If my cage was getting stopped, I'd just pass to one of my Orc Blizters who most likely had already thrown enough blocks to knock out or injure the player guarding them and just waltz right into the end zone. The Amazons have already looked like a team that could perform that strategy fairly well with Blitzers who starts with Block and Dodge. The issue is their Armour Value is low so while they have skills to minimize getting knocked down, they're easy to take out of the game when they do fall down.

BloatedGuppy said:
I figured that was it. So the better I do, the less petty cash I get to balance the scales? So how does moving up in the ranks work? I take it this isn't a "league" in a traditional sense? It seems more "gamey" than that.
Not sure if you already got the full answer you were looking for, but I think people left out how you gain Team Value, which is how I took your question. Team Value is basically the total worth of your team in gold, represented in a rank. I don't know the exact calculation - though it is in the rule book if memory serves - but it is based upon the total level of all your team's players and the amount of re-rolls, apothecaries, fan factor, cheerleaders, assistant coaches, etc. are on your team. This is then calculated into your Team Value and the team with the lower Team Value is given compensation in the form of gold equal to the gap in Team Value which they can then use to buy additional, non-permanent incentives that encompass both everything a team can normally purchase plus additional abilities.

BloatedGuppy said:
BTW, thanks to everyone who participated in this thread. I honestly can't remember the last time this community was so helpful.
This type of game attracts and breeds nice people. You get to act out all your aggression on the field and be a total dick face to your opponent with cheap moves and questionable tactics and so long as everyone realizes it's just a game by the end of it, you're pretty calm and collected after using up all your asshole mojo. Not to mention that it requires a lot of thinking to play Blood Bowl well, so you get people who are more intelligent and grounded and less immature and rash people. Sort of like Chess, except more chaotic! Either way, everyone's been you at some point, so it's always cool to help people out.

If you don't mind, I'd also like to interject a piece of personal opinion with my advise that's been bugging me. Unless you're really attached to your Amazon team at this point, I would highly recommend dropping them for the time being. You've even said it yourself, they're a fine line mix between bashy and elfy and that can be rough on new players. I would, however, highly recommend playing an Orc team for a little bit for a few reasons which isn't just "they're my favorite so they're the best!"

1. They're a straight up bashy team. Bashy is typically a much simpler game plan than elfy or trick which makes bashy teams a good starting point. This isn't to say that bashy teams are better or the easy way out as you can have very complicated ball push wall combinations to push a receiver into an end zone, but the learning curve is less steep. Overall, a bashy team is just a good way to learn the game.

2. They have high Armour Value. Having Armour Value 9 is amazing! It keeps your players healthy which keeps your team consistent. When you have to worry less about making sure your players aren't dropping like flies due to an unlucky block you can focus more on how to score. You can effectively take bigger risks during your plays without worrying if you'll loose that level 5 Orc Blizter you've been grooming. It also lets you use your gold in other areas like re-rolls, cheerleaders or even inducements rather than restocking players.

3. Orcs have options. While primarily being a bashy team, it is entirely possible to make an effective passing team, even with their below average Move Speed. Because they employ a variety of player types, you get a well rounded experience using them. You can use Blitzers, Black Orcs and a Troll to be really bashy, Throwers, Blitzers and Goblins for an elfy team or have a mix to make a Trick team with Goblin throwing mixed in. Overall, Orcs use every mechanic save two (Secret Weapons and Mutations) in their entire team, giving the coach a breadth of options and experience for later teams they choose to play with.

4. Their stat blocks are good, but not great. Orcs aren't lacking in any general area, they just excel in Armour Value. Unlike good bashy teams like Dwarves, Orcs might be slow but they don't crawl giving them more options. Orcs might not dodge well but they can still throw a block when they need to. Orcs are just overall very average which makes them malleable to what sort of strategy you want to employ. This is great when you face a bashier team, like Dwarves, because they can play an elfier game to compensate but still survive blocks unlike an actual elfy team.

Pound for pound, Orcs will make your life easier until you're more knowledgable and comfortable with the game.
 

BloatedGuppy

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HellsingerAngel said:
Pound for pound, Orcs will make your life easier until you're more knowledgable and comfortable with the game.
Arguably the most important thing for me is being able to feel attached to my team in some capacity, and I just have no "feel" for Orcs, alas. However, I was NOT overly attached to my Amazons (and I feel like I screwed up anyway, over-focusing on a Star Player), so I started a new campaign.

As LIZARDMEN.

And they're arguably WAY more complex than the Amazons, it seems, so I have no idea what I was thinking.

GAME 1 - 2-1 win over Chaos. I got a couple of key injuries in on Chaos early, and Chaos just seemed supremely disinterested in mounting anything resembling a coherent offense. My Kroxigor spent the entire game picking himself off the ground, but the Skinks scored two touchdowns. I might've shut them out, but I squandered my Wizard at a stupid time.

GAME 2 - 2-1 win over Halflings. This one was a bloodbath. By the end of the game I was down to 5 players on the field, and the Halflings had 6. Incredibly, no injuries carried over. I HATE those trees. My Kroxigor spent the whole game picking himself off the ground again. One of my Skinks leveled, I gave him a point of agility.

GAME 3 - 1-0 win over Nurgle. I HATE Nurgle. The entire team is strong, and bristling with all kinds of special things. I spent a bunch of money on potions and got +1 strength on my Kroxigor, so he spent the entire match being a bone head instead of picking himself off the ground. The Skinks put on a circus of follies in my own zone, failing hand-offs no less than 5 times for turnovers. I scored in the final frame of the first half with my 4 agility star to take the lead, then foiled two scoring drives...one when I tackled his goat one square from my end zone with 4 Skinks, and the other when he threw an incomplete hail mary with only one turn left in the game. I guess technically that one is on him, but I like to think his aim was off due to guilt over nearly killing my harassing Skink the turn before with a blitz.

Anyway, I am 3-0 to start, and even though I have one level 2 and a bunch of 1's and everyone else seems loaded with 3's and 4's, I'm holding my own. All the tips in this thread have come in very handy and I'm feeling much more comfortable with the game.

Now, if I can just get some use out of my stupid Kroxigar...
 

Tallim

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BloatedGuppy said:
Anyway, I am 3-0 to start, and even though I have one level 2 and a bunch of 1's and everyone else seems loaded with 3's and 4's, I'm holding my own. All the tips in this thread have come in very handy and I'm feeling much more comfortable with the game.

Now, if I can just get some use out of my stupid Kroxigar...
Ah yes if you are playing vs an AI league you'll find they have higher level players as you go on. This seems to have something to do with the way it simulates games between the AI in a league as it practically randomly assigns SPP on both sides and usually far more than you would normally see in an average game.
 

Daeric

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One thing to remember about your team value is it will count anyone who is missing games as still part of it, so what the game might think is a fair match up is instead can be a bit unbalanced due to missing players. Your probably better off not keeping more then 2 NI players for line fodder. If the NI is on a superstar your probably better off taking the hit and sacking the player as they can end up just inflating your value too much for missing games.
 

BloatedGuppy

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Daeric said:
One thing to remember about your team value is it will count anyone who is missing games as still part of it, so what the game might think is a fair match up is instead can be a bit unbalanced due to missing players. Your probably better off not keeping more then 2 NI players for line fodder. If the NI is on a superstar your probably better off taking the hit and sacking the player as they can end up just inflating your value too much for missing games.
NI players?

Like, extra bodies above the 11 players on the field?

At the moment I have one extra guy...no good?
 

Tallim

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BloatedGuppy said:
Daeric said:
One thing to remember about your team value is it will count anyone who is missing games as still part of it, so what the game might think is a fair match up is instead can be a bit unbalanced due to missing players. Your probably better off not keeping more then 2 NI players for line fodder. If the NI is on a superstar your probably better off taking the hit and sacking the player as they can end up just inflating your value too much for missing games.
NI players?

Like, extra bodies above the 11 players on the field?

At the moment I have one extra guy...no good?
Niggling Injury, makes all further injuries likely to be worse. When the game rolls for the type of injury it adds +1 for each NI a player has. The way it's rolled is a little odd too so +1 can make a big difference and you would likely have that player missing a lot more games at the very least.
 

BloatedGuppy

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Tallim said:
Niggling Injury, makes all further injuries likely to be worse. When the game rolls for the type of injury it adds +1 for each NI a player has. The way it's rolled is a little odd too so +1 can make a big difference and you would likely have that player missing a lot more games at the very least.
Ew. I don't think I have any of those. How do you tell?
 

Tallim

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BloatedGuppy said:
Tallim said:
Niggling Injury, makes all further injuries likely to be worse. When the game rolls for the type of injury it adds +1 for each NI a player has. The way it's rolled is a little odd too so +1 can make a big difference and you would likely have that player missing a lot more games at the very least.
Ew. I don't think I have any of those. How do you tell?
It stays on the players status. Erm been a while since I saw one but I *think* it appears in the skills section in red as it is a permanent change.
 

BloatedGuppy

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Tallim said:
It stays on the players status. Erm been a while since I saw one but I *think* it appears in the skills section in red as it is a permanent change.
I'll give the team a good going over. I know my Skinks were getting WTFpwned in that goddam Nurgle game.
 

Tallim

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BloatedGuppy said:
Tallim said:
It stays on the players status. Erm been a while since I saw one but I *think* it appears in the skills section in red as it is a permanent change.
I'll give the team a good going over. I know my Skinks were getting WTFpwned in that goddam Nurgle game.
Niggling injuries are always stated as such and always force the player to miss next game as well.

Ugh yeah Skinks get hammered, same as any players with Stunty. That does mean they ignore tackle zones when dodging though which can be really really useful. They -1 on passing though so try and avoid that lol.