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More stuff: http://forum.bloodbowl-game.com/viewtopic.php?f=61&t=5500
If you are trying to throw a block, you get 1 white dice if the hitting piece has the same strength score as the piece being hit.
You get 2 white dice, if the hitting piece has a strength score higher than, but no more than twice of the strength of the piece being hit.
You get 3 white dice, if the hitting piece has a more than twice the strength score of the strength score of piece being hit.
You get red dice when the hitting piece has a lower strength score than the piece being hit. The same rule as above still follows.
You may modify the effective strength score of a hitting piece from assists. An assist +1 to the blocking piece's effective strength for the block. To assist, a non-blocking piece must be adjacent to the blocking piece, it must not be in an opponent piece's tackle zone and it must have its tackle zone.
Edit: the part about 3 white dice was wrong.
Guard pieces are unaffected by tackle zones when providing assists
A dwarf team stacked with guard (which they often are cause they are so often bunched together) will often get lots of easy 2 dice blocks combined with the impressive bash skills of block and tackle means basing dwarves is a bad idea unless you outnumber them
block, break tackle, guard, mighty blow, tackle & strip ball on saurus (block and break tackle especially)
diving tackle, side step, catch, sure feet on skinks (1 with kick is handy)
guard, block, frenzy, stand firm, pro on the krox
against dwarfs you don't want to play bashy on offence, walking a cage up, thats the way to play against fast flair teams, not dwarfs. thats playing to their strengths, you want to play to yours vs dwarfs - MOVEMENT. you want to get some skinks up the pitch with saurus body guards ( 1 skink / saurus pair up each flank). cage the retriving skink, then try work intermediary skink into place between one of them up pitch ckinks and your ball carrier. then its case of breaking the cage and doing a dark elf / amazon style run, short pass, run, hand off, run score attack. if you burn reroll passing to the middle skink, abandon the run and cage around him, and try and work your original carrying skink into a middleman position.
But dwarves at low TV find it very easy due to around half their team having tackle which takes knocking a skink down from something like 2 in 6 to a 3 in 6
Fast, agile teams have a lot easier time hunting down Skinks than dwarves do.
1x friendly player (x) next to the target (t) = +1 str
1x enemy player (y) next to your blocker (b) = -1 str
But....
If another enemy player (z) is next to your friendly player (x), then they will cancel out your +1 str. 1x player can potentially cancel out the bonus of multiple players. This likewise works in the reverse for opposition players as well.
If a player has block, then their +1 str assist bonus is always given, even if they have opposition players next to them.
For example:
So if you had say, 1x saurus (s) and 3x dwarves (a, b & c) surrounding them, a, b & c would all have +2 str, so effectively two dice vs the saurus.
However, if a skink (t) stood next to a, then a would no longer contribute any +str towards attacks b/c made, and likewise if a made an attack, they'd receive -1 str because the skink was next to them. So a, b & c would all effectively be str 4 (1 dice) vs the saurus.
If however, the skink was next to a & b (but not c), then neither a or b would contribute +str to attacks on the saurus, but would not receive -1 str from the skink either, because the skink is next to both a & b. Thus if a or b attack the saurus, they'd receive +1 str from c (so str 4, 1 dice), but if c attacked the saurus, they'd receive no bonuses from a/b, so would be at str 3 (2x red dice).
If however, a had guard, then they'd still give their +str bonus regardless. So then if b attacked the saurus, he'd get +2 str (from a + c), if a attacked the saurus, he'd get the +1 str from c, and likewise if c attacked he'd be at +1 str, as he'd receive the +str bonus from a's guard.
I hope that helps.
Early on (which is what I was talking about) at low TV dwarves are the best skink killers by far... dodge becomes almost useless so doing risky multiple TZ dodges to get behind you becomes much more risky and any decent dwarf coach vs LM hangs at least 4 guys back deep so good luck avoiding that.
Last LM team my dwarves played at TV1100 he had no skinks on the pitch by turn 5