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Blood Bowl Team Goods

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Rerolls

Using Rerolls:

I’ve mostly explained about saving rerolls and not using them; so when should you use your rerolls? The most common use for rerolls would be when blocking, there is no skill in the game that lets you specifically reroll block dice (Pro will half the time, but nothing in the guise of Dodge etc.). Even if you are blocking with your block players, on average every thirty sixth block you will roll double skull. This is a great time to have a reroll handy, especially if it is your first action of the turn. So you can see in these spots if you had used all your rerolls already, your player goes down and you lose out on a whole turn. A two dice block without block will cause you to use a reroll around eleven percent of the time as well.

The other times is it handy to have a reroll is when you get a chance to hit the opposing ball carrier. If you have a two dice hit on him, depending on the players skills you will have a good chance of knocking the ball carrier over. One dice hits are more risky to reroll and may require more consideration rather than an automatic use. It is more situational as to if you want to reroll those, if it is near the end of the drive and you can’t get any more cover near by, then go ahead. If it is at the start of the drive and the rest of your team is in a good position, you may elect to save the reroll rather than risk rolling a skull and look to hit them again next turn. Perhaps you failed the dodge roll to go and blitz the ball carrier, again this may be a good spot to reroll.

The other side of the ball is when you may need to reroll a dodge or go for it to make sure the ball is secure, this may be either to complete a cage or to run out of blitzing distance from the other team.

Reroll Safety Net:

The other great benefit of having rerolls is the so called safety net that they provide. Any of your players can attempt any dice roll in the knowledge that you can have two attempts at it. Obviously this will disappear for the remainder of any turn once you have used a reroll in it. For example you are playing with Humans and facing a Dwarf team. You managed to break through his line and run the ball carrier through with a couple of players to defend him. Now you have some of your Linemen being marked up by Dwarf Longbeards. They have AG3 so they will succeed at dodging more often than not into an unmarked square. The Dwarf player has Block, so a once die block will suit them more than you, especially given their high Armour and Thick Skull. They are also really slow and can be outrun. With a reroll in hand you may elect to start dodging your Linemen away into a position to better assist the defence of the ball. If you fail one you can reroll it and hopefully succeed. If you succeed anyway you can try the same with your next player. These are the kind of actions you can safely attempt with a reroll in hand. Your opponent may also start cursing your good luck for those times when you pass every single roll and have no need for the reroll at all. If you have perhaps four to dodge away and the first three succeed fine, you may decide to let the last one fall over and save the reroll as well.

Summary:

So as you can see there are quite a few things to consider when it comes to using your rerolls. The less you have the more careful you should be in regards to using them. The less turns there are in relation to how many rerolls you have can dictate how freely you can take a semi risky action towards the end of your turns, those one die blocks or non Dodge skill dodges for example. If you have one reroll left per turn left then it makes sense to go ahead and try them. Use your rerolls wisely and it may give you that extra edge you need to win.

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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?
    Yes.
    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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