Blood Bowl Team Goods

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Doing actions in order:

This ties in with the above somewhat, in that you should do the less risky stuff before the more risky stuff (though it is best to not try any risky stuff at all most of the time!). So when standing players up at the start of your turn, doing move actions that require no dice rolls etc. If you do all those first without any chance of a turnover, you also have no chance of using a reroll.

Next up you may need to do some dodges or blocks (depends on the race you are using and your play style). Now checking the blocking statistics it is obvious that having Block and having two dice in your favour stands a good chance of success and a low chance of turnover, ergo reroll usage. So it makes sense to do these first, which may also turn what was previously a one die block with a team mate, into now a two dice block. The same with dodging, if you have a higher agility player, who has the dodge skill then it makes sense to do the dodge with them first. Of course these situations will depend on if you need that player to do something else later in the turn, as with most things it is a case of thinking ahead and executing your turn in sequence.

Do the important things before the seemingly meaningless rolls. If you have to blitz someone off your ball carrier, perhaps it is a good idea to do that before you dodge out a Catcher to receive a pass. If you use the reroll dodging the catcher out you have a greater risk of failing to free up the ball carrier. In this instance if the blitz causes a turnover, not only can they just block AND blitz your ball carrier next turn (should the block not knock you over), but one of your players close by making that block harder is now also at least prone. So it makes sense to have the reroll there for the blitz which keeps the ball safer should you then fail the dodge if you had to use the reroll on the blitz. It is considering sequences like this that can make the difference between winning and losing.

Using Skills:

If at all possible you want to make the best use of the skills on your players. They are all adding to the teams value and you have the skills for a reason, so it makes sense to use them. I already mentioned dodging with Dodge players over non dodge players and blocking with Block players. Picking the ball up makes sense to use your Sure Hands player, passing to players with Catch, passing with Pass skill etc. This does involve planning to have the right player in the right place but obviously performing actions with a skill that lets you reroll is preferable to using a team reroll. So look what you are trying to achieve and use your players accordingly.


9 Responses to Rerolls

  1. Viajero September 4, 2009 at 9:45 am #

    Good article,

    I always try to follow the less “risky first” principle when possible, but more often than not you run into dilemmas… example: I just played a game yesterday where everything was according to plan. I moved my unmarked players first to their desired spots etc and then I had the following choice:

    A- Move a dodge skilled catcher away to free him of tackle zones (2+ plus dodge skill, low risk in principle), into a more strategic position unmarked etc, or

    B- Leap with a WD, who is stuck on the sideline, marked by 3 opponents and about to be pushed into the crowd next turn, so to get away.

    It would seem reasonable to perform the dodge first as is a very low risk, wouldnt it?… only two 1’s can get you down, and save the leap for the end with the re roll handy for the leap.

    Well, I did exactly that, my dodger got two 1’s, turnover. Next turn my WD was gently pushed into the crowd and got a fractured skull.

    Point is, judge needs to be exercised applying the low risk first principle… and we shuld be factoiring into they decission not only the simnple order of risk for actions but the consequences of failing those actions aswell.

  2. Serondal September 21, 2009 at 11:36 pm #

    Not to mention you could have just blocked with your WD regardless of the dice. Worse comes to worse he gets defender down (which means he can’t get pushed out next turn) if he manages a push ect you’ll be able to move him away from the edge for another turn 😛 Just another thing you have to think about when making these hard choices.

  3. Coach September 22, 2009 at 12:25 am #

    Of course you do have to consider in that circumstance that your Wardancer going attacker down with three players already around him. Be rude not to foul him in your upcoming turn!

  4. Setomidor September 22, 2009 at 11:13 am #

    Still, fouling has a chance of failing and a 30% chance of getting the culprit ejected!
    On the subject of rerolls, another important thing briefly mentioned in the text is to avoid “all or nothing” rolls as much as possible. For instance, move a supporting player or two up before attempting to pick the ball up if a failed roll is likely to cause a touchdown against you. More examples could be: avoid throwing passes while standing by the sidelines to reduce the impact of a fumble, move supporting players towards the enemy end-zone before attempting to GFI for a touch down, use supporting players to cover the thrower (and catcher) if possible, etc. Not only does this reduce the impact of a failed roll (and hence reduces the need to use a reroll), it also gives you a remote opportunity to recover by, e.g., catching a scattering pass with a supporting player instead!

    • Coach September 22, 2009 at 11:59 am #

      All good points, thanks for the examples.

  5. BoBliness October 14, 2009 at 3:23 pm #

    Worth noting too that before you second guess yourself, you would have failed the leap with those rolls.

    Which would have left you with wardancer on the ground (at best, possibly injured) and your catcher waiting to be hit.

    The only ‘good’ thing about getting pushed into a crowd is at least they cant get a modifier on the injury roll, with three guys next to him and a dirty player….that can get bad for him quickly.

    One other thing to note:

    For those who have not played elves much and are starting, you will end on double ones a LOT.
    Moreso than with any other team.

    This is not because you are ‘naturally unlucky’ with elves.

    It is because you, like almost every player, will push your luck when using them much more than you will with any other team. You will make dodge roll after dodge roll, go for it after go for it.

    You know that you can only fail on ones, so you will find yourself (if you’re capable of analysing your play) doing things that really you dont need to do, just because you can.

    Then you will find that you fail with double ones far more often than you would intuitively expect.
    You SHOULD fail it one in every 36 times. minimum.  which means if you are performing 9 rolls a turn (not at all unlikely for an elf player when you actually add em up and start dodging out your players where you can etc) you’ll end on a double one, once in every four turns!! thats four times every game!

    Then if you consider that really it doesnt require a double one to make you upset, the odds become a lot worse.  If at any point during your turn you roll a one and use a reroll, you now end on any single roll of one.

    The issue is that as elves you will roll a lot more dice than almost any other team, as a result you will roll a lot more ones. Not proportionally, but your mind doesnt notice things proportionally.

    Is there a point to this?
    Elves also have generally the lowest reroll count, making reroll conservation one of the most important parts of playing them well.

    It is critical when playing elves to do two things (Opinion):
    1      Minimise unnecessary actions. Additional go-for-its are a killer.
    2      Recognise that you will have players fall over. Let it happen.

    Rerolling your linesman’s dodge at the end of a turn, when you were only dodging him out to stop them hitting him, is a very common way of burning through your elf teams rerolls early in the half. Particularly because if you DO reroll it, chances are you’re just going to go do the same thing with your other linesmen, performing progressively harder dodges until you finally fail another. Then you’ll be down a reroll and you’ll STILL feel like luck is against you when in fact you’ve rolled a pretty average set of dice  (9 rolls with two 1’s in amongst it for example)

    • Statistician January 19, 2015 at 3:29 pm #

      If you are performing up to 9 rolls a turn and all of them are with rerolls (let’s keep this simple, assume you have dodge+sure feet for all!) then you will end up with turnover 22.39% of your turns.

      50% of times your success runs will be less than 25 rolls; that is, 50% of times you’ll have a turnover before finishing turn 3. And this is the best case scenario.

      Getting a full game without turnovers at that pace you’ll be getting 1.73% chance of success.

      Worse case: you don’t have dodge or sure feet in your team, just team rerolls. And you still want to push your luck until that 9 rolls. 51.5% of your turns will end up with a turnover. And you will burn your rerolls at a rough rate of four rerolls per five turns, needing 6-7 rerolls each half.

      What about stopping after a successful reroll? First of all, it would be pointless (why use a reroll just to end turn?) The turnover will still haunt you about every 4th turn (24.1%) because those double ones come more often than people think. Half of the times you’ll stop before taking the 6th roll – and very 6th time it’s be a turnover.

      Taking these rolls constantly is like lottery: of course you’re going to get some numbers right. Getting them all is near damn impossible!

    • Razaard October 15, 2015 at 8:07 pm #

      Yeah but i still feel special when i get Double skulls on a two dice roll, rerroll and get another double skull, and my level 5 wardancer break armor and die against a st 2 lizardman.

      I quit playing blood bowl for a few months after that

  6. Loki May 6, 2012 at 4:07 pm #

    All advice above is excellent. It’s a risk / odds game. So when stakes are maxed out, burn rerolls and feel no shame. I suggest two more factors that come into the risk calculation: position and time.

    Close to the end zone, when your runner HAS to get that pickup four squares from touchdown to avoid his horde decending on him and beating him to a pulp, take the reroll and hopefully the TD. Conversely, when most players and the ball are near the centre of the field, consider allowing the double 1 turnover because global risk is low. Can he score from one unlucky turnover given where the ball and players are? This is what makes high movement teams dangerous – the answer is often yes. But even those teams must create or wait for the opportunity to come.

    When the number of turns left is close to the time it would take you to get to his line in the ideal case, turn up the risk knob up a notch. Of course on the last turn there is no point holding back on achieving that ‘ideal’ sequence of events if you are in that position.

    So the worst time to take a reroll is in the low risk early few rounds of the half when the ball is far from either TD zone with low chance of getting there. Take the time to position better for the final blitz and accept the luck that comes.

    Satisfaction comes from minimizing your risk, and maximising the opponents, not the actual outcome of the rolls.

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