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Most often you won’t get to spread the whole pitch like this, and very rarely is your defense so symmetrical. Now, this is in a perfect game where you can line up exactly as you want to like this. You have 1 player here that you could place somewhere to put pressure on them, or to hang back and swing in to fill a gap or give support. The furthest your opponent can advance against this is 2 squares. Even if he/she does, there’s another of your players behind that one. With a setup like this your opponent has to blitz you to make a block. The B is the ball carrier and there is a cage around him/her. Here’s what I’m talking about to give a visual representation. Those players are 2 squares from each other in a column and also 2 deep. What you do is place your players 1 square from the opponent, so a blitz is needed to block you. If you’re trying to stop your opponent from running the ball, then setting up a column defense is your best bet. For example, placing your players 2 squares apart means the opponent can’t pass between them a blitz would be needed to clear a path. The number 2 has a lot of value in the game. However, it’s very likely that there’s a term for this as I can’t be the first to talk about this. The Rule of 2 is what I call what I’m about to cover. Save those rerolls for the actions that really matter, not the ones you wish didn’t happen. In short, if a failed action won’t ruin your position or play then just let it go. Will failing that block endanger your play? If it won’t then don’t use a reroll on it.ĭid that dodge you just fail mean you can’t score or stop the opponent? No? Don’t reroll it! I know the natural reaction to a bad block roll is to use a reroll but think about it first. If I had a nickel for every time I’ve seen a coach use a reroll on something pointless then I’d be a millionaire. This isn’t 100% true, as actual odds do matter here, but as a general rule if you don’t feel like figuring out the exact chances – it’s solid advice. A good general rule is that the less dice you have to roll the better the odds are.įor example, if you’ve got two possible ways to score and one method requires 2 rolls, and the other requires 4 rolls, but those rolls have better odds, you’re still more likely to succeed with the plan only requiring 2 rolls. Just keep these things in mind when you’re trying planning out strategies. You don’t need to be statistician to play Blood Bowl. However, an AG5 player can dodge into a single tackle zone with a 83% chance of success (2+). The odds of making that dodge into one tackle zone is 66% since that requires a 3+. Like knowing an AG4 player has a 5 in 6 (83%) chance of dodging into an open space is good to know (2+). Odds are just as useful information for any dice rolls. Note that it’s only a 1 in 6 (17%) chance you go down though. The odds of a 1D block succeeding when both players have block or wrestle is 2 in 3 or 66%. This is what makes Dwarves and Norse brutal in early league play. The odds of a 1D block succeeding when you have block or wrestle and the opposing player doesn’t is 5 in 6, or 83%. Obviously a 66% chance of success isn’t bad, but unless that block is needed to score and win the game then you’re best not to do it. Knowing those odds before you consider making that block is useful information. The only change is that both down only puts you down and not both of you. The chance of failure is the same if the other player has block. This means the block will fail on both down or attacker down, a 33% chance of failure. I’ve played a lot of new players who will throw 1D blocks with a player of theirs that has no mitigating skills like block or wrestle.Ī Blood Bowl block die has: 1 defender down, 1 defender stumbles, 1 both down, 1 attacker down, and 2 pushes. I’ve seen far too many games lost by players making non vital rolls just because they could. Just realize that dice are dice, meaning random, and your best bet to winning a game is to minimize how often you roll and what you roll. Your Ogre who is ready to smash someone could suddenly go Bonehead and open up a lane for your opponent to come smash your ball carrier. Now, this is even more true with big guys who have detrimental traits like Bonehead, Wild Animal, Really Stupid, and Loner. If what you’re about to roll won’t impact what you’re doing then consider ignoring it. You should only be rolling dice when you need those actions to work in order to proceed your play. Just because you could make a block or a blitz doesn’t mean you should.
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This one I can’t stress enough, sometimes it’s better to not roll dice at all.
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