Blood Bowl 2

Blood Bowl 2

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two_larsens Dec 16, 2015 @ 3:09pm
Is a Wizard all that?
So, whenever I have the inducement money for it, I get the Wizard. However, it does (to me) seem like a potential fart in a bottle - meaning like the Halfling Chef, nothing might not happen. Also, if it does, it's just for that one turn, give or take KO's and injuries.
Apart from that, you're fighting the whole game with at least that much TV difference, and it doesn't really make up 150000 worth of difference - at least the times I've used it, results have been less than spectacular. I know it's random, but it does seem like the potential for failure is pretty significant. Is it overrated or not? I think it is (depending on which race you're playing against).
On the other hand, since I play Chaos fodder teams (squishy), I find it a lot more valuable to have the bench for replacing KO's and injuries during the match. For instance, I have a HE team that is getting trickier and trickier to get going since I have no money for reserves, and I have no reserves - so subs are most welcome.

Side Question: Can you injure your own players if, for instance, you zap a cage where one of your own are part of that surrounding square?
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DarthPhysicist Dec 16, 2015 @ 3:12pm 
Yes you can injure your own players, but you are ignoring the psychological aspects of the wizard. The fact that you have a wizard will cause a player to play a looser cage which can be disruptive to bash teams. Simply holding the fireball/lightning bolt will affect the choices they make and create opportunities for those sneaky plays to steal the ball. Also, its a great last minute play to pop the ball loose in those times when the opponent got past your blocks or you have a bad die roll and need to stop the score. It also prevents a break away play as an open player with the ball can be zapped and then the ball can be recovered.

Don't underestimate the psychological impact.
the Sage Dec 16, 2015 @ 3:28pm 
The wizard is brilliant for any agility team, and really good for everyone else. In my opinion, it's the most influential inducement by a mile. In general I prefer the lightning bolt over the fireball when I play as agility teams, as the ballcarrier goes down on a 2+, and it allows you to respond to where the ball lands with your blitz action. If you're playing as a slower race, fireballing the cage and positioning several ST4 guards around the ball(carrier) might be more advantageous sometimes.
RodHull Dec 16, 2015 @ 3:33pm 
Originally posted by darthphysicist:
Yes you can injure your own players, but you are ignoring the psychological aspects of the wizard. The fact that you have a wizard will cause a player to play a looser cage which can be disruptive to bash teams. Simply holding the fireball/lightning bolt will affect the choices they make and create opportunities for those sneaky plays to steal the ball. Also, its a great last minute play to pop the ball loose in those times when the opponent got past your blocks or you have a bad die roll and need to stop the score. It also prevents a break away play as an open player with the ball can be zapped and then the ball can be recovered.

Don't underestimate the psychological impact.

Indeed, I mean granted sometimes it doesnt achieve much when you actually use it but just holding one for 12+ turns makes them very wary of commiting pieces to risky plays. Against skill teams they will be loathed to make those sorts of dashes through your lines leaving someone just out of reach cause theyll know a good LB will very often stun a low AV piece and leave them with a tough job retrieving the ball and with bashy teams theyll usually not cage as tightly.

One thing with the wizard is not to get trigger happy and save if for the absolute right moment when you know you can capitalise on it, dont spunk it basically on 1/100 type play.

But yes it can be a fart in a bottle. It can also wipe out a whole bunch of skinks or GRs so it can be extremely good.
Valcurdra Dec 16, 2015 @ 4:41pm 
I use them for nuking an AV 7-8 cage, getting 2-3 mighty blow knockdowns is pretty significant especially if you can ground a few other players in the same turn.

Also good to have on short drives and just bolt the ball carrier or receiving player. Significantly improved you chance of defending.

I still find an extra apothecary, bribe and many various star players as useful though, depends on matchup and my team compo.
Akie174 Dec 16, 2015 @ 5:15pm 
My mino's got a clean stat until he got -1MA due to a lightning bolt. That's what happens when you have high TV . People use the wizard before conceding. That's what is for . Oh my mino is the target of every wizard spell in every bloody game. Thanks.
Last edited by Akie174; Dec 16, 2015 @ 5:16pm
Eldril Sidewinder Dec 16, 2015 @ 6:07pm 
On topic, are there any teams where taking the wizard stadium upgrade is advantagous (any races)?
two_larsens Dec 16, 2015 @ 6:54pm 
As far as using a Wizard and then concede, that is annoying. In general anything 'cheap' is, or anything done in spite - something that doesn't serve an actual purpose. However, there are all sorts of similar things people do - like foul on turn 16, and the like.
DarthPhysicist Dec 16, 2015 @ 8:45pm 
Originally posted by two_larsens:
As far as using a Wizard and then concede, that is annoying. In general anything 'cheap' is, or anything done in spite - something that doesn't serve an actual purpose. However, there are all sorts of similar things people do - like foul on turn 16, and the like.

I agree in the open leauges this is just assinine douchebaggery, but in tournament leagues.... well... you WILL face them again in a double round robin, so think of it as what you can do to help out in the next game too :)
Chris Dec 16, 2015 @ 9:42pm 
I find the Wizard to be an incredible inducement! Especially if you're a dash team and get to receive first.

If you play as Elves, you can go ahead and score that 1st TD in turn #2. Then drop a lightning bolt on their ball carrier; or a fireball on the cage (should remove one corner). Recover the ball, score another and then there's insufficient time for a bash counter.

2-0 at HT. Game over.
PapaNasty Dec 17, 2015 @ 1:17am 
Wizards can potentially do nothing, but they can also win you the game.

e.g.

1/ Opposition player has a cage setup, which you can't crack and is slowly plodding towards your line. Fireball with a wizard at the start of your turn. Even if you don't knock down the ball carrier, you should still punch a hole in their cage so that you can blitz the ball carrier and hopefully get a KO.

2/ Opposition player gets a break away with a fast runner, you can't catch them. Lightning bolt them and then go and retrieve the ball. The player should be at least stunned, if not KO'd/injured.

3/ 1st turn Fireball on a bunch of grouped players and hope that you can injure/KO 1 or more players. Good positional players, particularly if they're levelled up, can be worth 150+ TV, and even if your opponent has a higher TV than you to begin with, things get significantly more difficult for them if they're 1 or 2 players down for the entire match.

Also of course, just by having a wizard your opponent will play differently to try and avoid setting up positions where a wizard would cause too much damage to him. This works to your advantage as he won't use what would otherwise be the best positions to prevent blitzes etc on his ball carrier. It's just like how when you have 1x Frenzy player, your opponent often won't risk putting anyone within 2 spaces of the sideline lol, which means you can more easily have runners run down the sideline yourself.

Of course, the wizard might not work, and that kinda sucks when you get 5x resists, but you'll have that about as often as you get 5x hits, which gives you a significant advantage. Besides, what else would you take instead of a wizard? Apoc + a Babe? Or Reroll + a Babe? Babe is good value, the other is handy but not really amazing.

Chef is amazing, as most teams that keep their TV quite trim, only run with 3x rerolls. So they can potentially lose all 3, and even if they only lose 1 it's potentially very helpful as well.
Altheus Dec 17, 2015 @ 3:35am 
Wizard is great for allowing or preventing a touchdown. Quite often someone will run a player towards the endzone with the ball, past all of my players. I can't catch them, what can I do?

ZAP! Player on the ground, ball free, scoring threat averted.

Also, the fireball is great when it works.
two_larsens Dec 17, 2015 @ 3:46am 
Yes, darth, I agreee that it is certainly a valid strategy if in an ongoing league where the opposing team's crippling would be beneficial later too. I may have to do that myself, whilst in the Cup :)
I think, for me, the Wizard has been a disappointment, but I suppose too I haven't used it optimally. However, when the lightning strike goes 'poof' and nothing, it should sound more like a long nose and 150k going down the drain for nothing much; as is the case of the fireball.
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Date Posted: Dec 16, 2015 @ 3:09pm
Posts: 12