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Dode posted this link in another thread > http://www.thenaf.net/wp-content/uploads/2013/06/The-Art-Of-Blocking.pdf
If you're already blocking should there be a list in the window where the dice result is shown that shows all relevant skills such as block, wrestle, tackel, etc so that you can chose the right result or disable some of the skills to not use them.
There are situations where you acutally don't want your tackel or dodge skill to work to surfe or not be surfed. Same goes or wrestle, both down without block when you opponent blocks your player with wrestle will result in a turnover for the small price of your player being knocked down.
Are you serious? ARE YOU ♥♥♥♥♥♥♥ SERIOUS!!!!! ♥♥♥♥ this ♥♥♥♥. How i havent seen that before is totally beyond me. Time to do the tutorial again me thinks
Thank you in advance! YOu're a star!
On a foul attempt, 2d6 are rolled to see if the target's armor breaks, then if that is successful another 2d6 are rolled to see what the effect is (stun, KO or injury).
If either of these rolls is doubles, regardless of the actual effect (or lack of it) on the foul's target, the fouling player is sent off.
http://steamcommunity.com/profiles/76561198006864911/screenshot/546390927399828529
I've kicked into is half and due to whatever failings the ball has ended up out of bounds and given to his guy. He then just hugs all his guys around the ball. This happens so often, my elves are just to weak to do anything
edit: I dont even know why im bothering with this game. Every time I had a roll that really mattered it was a 1.
I lost the match 2-1. Pick up the ball on a 2+? Roll a 1. A going for it roll to get the ball on the touchdown line, rolled a 1. Next guy to get to the touch down line on the following turn rolled a 1 for his dodge.
Right at the end of the match on my turn 19. I pick up the ball on a 3+. All i need to do to equalize and keep extra time going is 1 dodge and a 2+ pass with an easy run to the end. Guess what number I rolled for my dodge save? Yeh again a 1.
Im not normally one to make the "oh my gawd game is so rigged" but i was honestly shouting at the comp and only managing to stop myself smashing my keyboard into the screen by reminding myself i dont have enough money to replace it. Every time i rolled a 1 that game I thought I should take a screenshot cos no one will believe me...nah, i wont get that many more ones. I honest to god have never been so angry as to scream out in rage at a game since i was a teenager.
Is there also a bug that doesnt display the "going for it" symbol on the tiles? A couple of times I have blitzed to an opponent only to fail a magical 'going for it' roll.
Thanks for all the replies so far. I'm done with this for a few days. Couple my 1d1 magic to the fact that the ai teams all have a bunch of sp and extra skills it just makes me mad. I need to play the tabletop so I can actually roll the dice without RNGesus ruining my day
First, on going for its, keep in mind that the act of blocking uses a movement, so if you're using all of your movement to get up to a player, you're going to need to roll a gfi for one more move on the block.
As for how to defend with elves, you want to do something known as an elf screen. Shown here:
http://i.imgur.com/bbss78n.jpg
blue is your opponent, yellow is you, red is the ball carrier.
The basic idea is simple, stay out of contact with his players, and he's forced to only be able to hit one of yours with a blitz. By stacking your tacklezones the way shown, he doesn't have any way to blitz a path through. All he can do is move the cage forward into your players (where you can then dodge back) or attempt to go around. You can blitz away the corners of his cage and wear him down until you're able to try to get to the ball, and if you're feeling adventurous you can even try to mark the ball carrier with one of your blitzers, as a sidestep blitzer is very annoying to get rid of. Keep in mind however that you run the risk of getting that blitzer pummeled.
In the back is a safety piece, in case his ball carrier somehow manages to dodge through your tacklezones and make a run for it. And while I didn't draw it on the board, you should have a player down field in scoring position, as if the ball pops free, elves are very good at scooping it up and tossing it down field for a quick score.
About rolling ones several times, it happens. it sucks, but it happens. the trick is learning how the dice rolls work and learning how to make as few rolls as possible.
Going back to elves, you cannot rely on knocking down your opponents in order to defend well. you have to try to either make them open up opportunities to attack your opponents, piss them off so they make a mistake, or just rush them hoping for a lucky roll (although this opportunity often helps your opponent by causing turnovers and injuring your players). Elves are not easy to play if you plan on killing your opponents in order to win. You need to be clever with elves.
Remember that a 1 in 6 chance is still ~16.6%, and with a reroll you still have ~2.7% chance to fail. Expect a 1->1 reroll to happen at least once every game and plan so it does not screw you over if it fails (unless you'd be screwed over anyway if you didn't try).
Blood Bowl is a game of risk management. To play optimally, you need a good understanding of the risks involved in the possible actions you can take. That way you can plan to roll the least amount of risky dice possible. Not that you can save up all your TRRs to use in one important turn, but still try to avoid using them unless you absolutely have to. You almost never need to reroll that Push/Push, even though you may really want the target on the ground instead.
Also, don't blindly accept the path the game picks for you when you try to move around/through opponents. Sometimes you may be able to manually plot a less risky path to your destination. One path may require dodging into tackle zones while another may require GFIs. If you have low AG or Sure Feet, the GFIs will often be safer (always 2+ unless the weather is Blizzard), but the game is likely to suggest dodging several times simply because that route will be shorter.