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You still probably want Block first, because otherwise you're dealing with 1/9 chance of rolling only Skulls and Both Down per roll, and you might be rolling 4 of those per turn if you have 2 Frenzy Bull Centaurs. You'd burn through you re-rolls in a few turns.
I also doubt that that strat would have the desired effect, or at least it'd depend on the team you're playing against. As Elves, I'd just block a Bull Centaur even with just with 1 dice my chances of knocking you down are great, and then I'd pour through.
If you built these guys as Block, Frenzy & Stand Firm, maybe throw in the right stadium enhancement for extra injuries from crowd-surfs, it could work, likely not as well as you think it would.
A player with the Grab skill can never learn or gain the Frenzy skill through any means. Likewise, a player with the Frenzy skill can never learn or gain the Grab skill through any
means.
ah well you learn somthing new everyday
im taking that this is in place in bloodbowl 2 game
i did wonder why no one took it
I'd generally suggest break tackle as the first skill on at least one bull, CD don't really have much maneuverability as a team so IMO you can benefit more form that than additional block.
There's also something to be said for giving a bull sure hands and making him your primary carrier. Follow up with block/juggernaut, break tackle and frenzy in your preferred order, and he becomes incredilby good at breaking through a scrum/screen.
Yup, and to a lesser extent Necromantic or Boring Normie Dwarves.
I wouldn't do that unless I rolled +Agi first, but it certainly can work.
I like to build one bull as a ball carrier, so block/break tackle/sure hands and hopefully dodge. After that you hope for more stats (doubles not as useful unless you want side step over stand firm) or you just add tackle because it's always nice at higher TVs and stand firm or fend or something at legend.
The other bull is a safety, not a blitzer, I want to blitz with some clawpomb blocker, or at least get value blocks from my blockers. So that bull has block/break tackle/tackle, and again, dodge ideally on doubles. After that you again look at what you need and can go with mighty blow (though I don't like this on Bulls that much) stand firm, ... Again stats are always great, though for this guy, AG isn't super necessary, but it's still almost impossible to turn down. ST and MA are so good on Bulls it's ridiculous.
I usually skip guard on the Bulls too, but you can certainly mix that in, and if you never roll doubles for dodge it will just come as nothing else looks better.