Blood Bowl 2

Blood Bowl 2

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Kernest Sep 26, 2015 @ 9:39pm
Dark Elf questions
I recently started a new dark elf team, and as they start to level up and advance, I need some advice from more experienced players when it comes to the assassins, specifically their Stab ability.

Though I have 2 other, +1500 and +1800 TV teams, I've never used the Pro skill. Will it allow me to attempt to re-roll the stab result? The description is kind of vague.

Also, as Stab makes and armour and injury roll, if I rolled doubles, would Mighty Blow help? As per the description in Stab, the armour roll in unmodified, so there I lean no, but would MB affect the injury roll on a successful stab?
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Showing 1-13 of 13 comments
VG Purist Sep 26, 2015 @ 11:48pm 
No the pro skill doesn't allow you to reroll the stab skill.

Stab only rolls against the AV and not for the injury. Mighty blow doesn't help stab.

Rolling doubles doesn't matter on armor or injury rolls.
Last edited by VG Purist; Sep 27, 2015 @ 12:11am
zyn Sep 27, 2015 @ 3:03am 
Only genuinely useful/great skill to pair up with Stab is Multiple Block. It (almost) makes Assassins worth it, at least against some teams.

I've only run a successful DE team with Assassin in it once. Roughly 40 games, only 3 losses. About 2/3 of the remaining games were wins and 1/3 of them were draws. Multiple Block stab was, overall, surprisingly good even against AV8. Coupled with blodge sidestep I felt like he carried his weight in most of the games. Surprisingly good against Minos and such as well, as they have an extremely hard time knocking a blodging and sidestepping assassin over while also giving position for him. Plus then having to eat the (unsuccessful) stab afterwards. He managed to end the careers of a few big guys and at least for a handful of beastmen as well.

One thing of note though is that you shouldn't be gaining any SPP when causing an injury with stab. It was fixed at one point in BB1 so that you did not, but at least in Chaos Edition you again did gain SPP from stabs. That's the only reason I kept my Assassin -- he was easy enough to level up. Otherwise I don't think I would have bothered.
Kernest Sep 27, 2015 @ 6:40am 
So you can use multiple block and stab together with assassins? Has someone been able to confirm this in BB2 as well? Because I'm really liking what I'm hearing.

I like having 2 dodgy assassins, they're like having slightly more useful linemen, but with 1 less armour. As far as I know, you don't get SPP for stabs, but I'm ok with that.
BobbleShot Sep 27, 2015 @ 6:53am 
To be honest, Assassins are not necessarily the best route to go. They're expensive, squidgy and failing stabs often leaves them standing next to an irate opponent. They're also hard to level as they get no SPP from stabs. The real dichotomy is that the players you most want to stab are high strength opponents, who unfortunately tend to have high AV, which makes stab less likely to succeed against them. Also, they don't have particularly high MV, which makes Shadowing less effective.

That said, Assassins can be good. If they roll doubles on a skill up, multiple block makes them extremely dangerous. They're best used for stabbing low AV pieces who are a pain to put down, like Blodgers, or perhaps the AV8 big guys like the Rat Ogre or Minotaur.
2LambBuna Sep 27, 2015 @ 11:47am 
I start with all the blitzers and the rest linemen
DEs have best linemen in the game, you can make them into any kind of player.
I don't bother with the assasins or the runners, I would rather have the higher armour of a lineman developed into a runner than the runner himself, also dump off seems counter intuitive to dark elf play, you want to be running into gaps.
the witchelves can be good players, its worth introducing them into your team, but ONE AT A TIME as they are liablities with them having frenzy but no block. Once they have block though they are great for sticking on the flanks and surfing players into the crowd.

assasins are best used on the likes of gutter runners, human catchers, skinks, elf catchers etc.. not for big guys, just avoid big guys.
Last edited by 2LambBuna; Sep 27, 2015 @ 11:49am
Snorri Nosebiter Sep 27, 2015 @ 11:56am 
Originally posted by 2LambBuna:
also dump off seems counter intuitive to dark elf play, you want to be running into gaps.

Counterintuitive how?

Make a hole, run a loose cage through it, and if your opponent manages to take down your runner, you get a free quick pass.
It works even better with NoS, or you can add Pass and then Accurate to make an even more effective Dump Off, or to open up more reliable passing plays.

He's the only player on the DE team with normal access to passing skills, and I don't know why you wouldn't want to have at least one dedicated passer on an AG4 team where everybody can reliably receive- that seems counterintuitive.
Last edited by Snorri Nosebiter; Sep 27, 2015 @ 11:59am
Dr0W Sep 27, 2015 @ 12:04pm 
Runner is the only with access to passing skill. I love playing with two runners with nerves of steel and at least one with safe throw.
skydancer Sep 27, 2015 @ 2:56pm 
How exactly work jump up now?
Need extensive explaine especially with block\blitz subsequent action.
Shanor Sep 27, 2015 @ 3:06pm 
Another question about initial development. I assume it is better to buy medkit (or how it called) as soon as possible, am i correct? Or it is better to buy witch\extra lineman and hope for good rolls?
Frank Hardly Sep 27, 2015 @ 3:09pm 
Stab is bugged with the way it should work with several skills, I'd honestly not hire an assassin if you're playing DE's till its fixed, or maybe just one to try and shank high value targets.
Dr0W Sep 27, 2015 @ 3:11pm 
Originally posted by dreadnoughtshanor:
Another question about initial development. I assume it is better to buy medkit (or how it called) as soon as possible, am i correct? Or it is better to buy witch\extra lineman and hope for good rolls?
I'd pick it up asap. My DE team sustains 5 deaths now, 3 of them were before I purchased apothecary.
Kernest Sep 27, 2015 @ 9:27pm 
Originally posted by skydancer:
How exactly work jump up now?
Need extensive explaine especially with block\blitz subsequent action.

You don't ever suffer the -3 movement penalty, so you can get up and run if you'd like. You can also declare a block action against an enemy that is standing right next to you if you're downed, but an agility roll needs to be made. If you wish to block and enemy that is not standing next to you, you still need to use your blitz action.
Blind Reverend Sep 28, 2015 @ 12:34am 
Assassin-leveling is a pain, their core functions don t give them SSP. I used them as turnover traps with shadowing, but injuries from dodge fails don t give them ssp like stabs don t give ssp, so you are forced to use them like linemen to level them...expensive linemen.
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Date Posted: Sep 26, 2015 @ 9:39pm
Posts: 13