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Here are some useful hints & tips when playing
Blood Bowl and want to play the game to its fullest.
Blood Bowl is a fun strategy game:
yes, the most important element is strategy. In our
league a team winning by luck alone is very rare;
obviously luck does affect gameplay and can help determine
the outcome of a game, but if the Coach is not using
strategies and intelligence to win then they'll find
it difficult.
1. Choosing a Team
This is, perhaps the most important part of the game.
After all if the team does not reflect your style
of play then you will be struggling to be successful.
Success is not necessarily winning the League - although
this is a common goal - but rather it is measured
in how you feel the team has performed (after all,
a Goblin team is not expected to lift may trophies!).
Although your initial choice of team
is unlikely to be your ideal, bear in mind the way
in which you want the team to progress. A solid core
for your starting team is essential, although most
teams are forgiving and can be brought back round
after a poor start. Weaker elements of the team (such
as Catchers) should be drafted later in the season
unless your plan revolves around these guys - otherwise
you may find that they just don't last the distance.
Some points to remember:
Do not rely on Star Players. Some teams
(e.g. Chaos Dwarfs) can easily do this (Hthark), but
if the player gets taken out of the game then you
can end up in trouble. A Blood Bowl team should be
flexible enough to cover the loss of any one player,
after all that's what the word Team refers to! One
other problem with them is that they tend to absorb
Star Player Points (SPPs).
Enroll Position players. Position players are those
on the team lists which aren't Linemen: Blitzers;
Witch Elves; Wardancers and so on. Dwarf teams are
unlikely to go far (pun intended) without Trollslayers
and this is true of most teams. Admittedly Elf teams
can field Linemen exclusively and get by, but at the
cost of each player you'll find that they are almost
a match for other teams Positional players! (Although
saying that, even Elf teams are complimented by Position
players: Wardancers on the Wood Elf team for example.)
Don't pass by the miscellaneous. The support elements
of your team list should not be entirely shunned,
after all Rerolls are vital to most teams and Fan
Factor will help you on the Kickoff table (and your
income at the end of the game!). An Apothecary is
essential for all teams after game 1, even for Chaos
teams. Wizards are a fair addition once your team
is robust and the Halflings struggle without their
Master Chef.
2. Game Strategy
Look at your team. Look at your opponents team. Weigh
up their strengths and weaknesses. Taking on a Chaos
team with the strategy of additional warfare could
be considered a bad career move for the Coach as,
unless the dice are in your favor (remind yourself
how often that happens!) you will likely take a pounding!
Most teams are flexible enough to at least try a variant
play, in the example against Chaos you could try a
Passing game - something even Orcs could achieve -
and hope you survive the onslaught.
The point here being that you shouldn't
play to their strengths: develop strategies. Otherwise
winning won't be your objective; getting off the Pitch
in one piece will seem way more appealing!
Some points to remember:
Play to your Strengths. Don't plan
on scoring quickly with Dwarfs or holding the tide
of Chaos with Elves. Allowing early TD's from your
opponents can even be a game winner
Play to their Weaknesses. Refer to Choosing a Team
(above) and work out how you can neutralize their
key players; whether this be taking them out of the
game or getting them off the Pitch!
Stay with your strategy. Even when you're taking a
beating, changing tack in mid-game can spell disaster.
Incidentally, this point is also valid for Warhammer
Fantasy Battle, Warhammer 40,000, Necromunda, and
any other wargame you care to mention!
Watch the clock. Don't leave a two-turn strategy until
the last two turns of the game unless you really have
to! Give yourself a turn in hand to account for the
slip ups which will inevitably occur.
Strategy Guides. White Dwarf 176 (U.K. version) has
tips on team plays.
3. Setup
Placing players on the pitch is the first step of
your strategy, thinking that you can execute your
plan regardless of your setup is a big mistake! If
you are kicking, for example, you have to ask yourself
some questions like "Can I catch a fast opponent?",
"Should I let them into my backfield easily?"
and so on. These should be balanced against questions
such as "What level of resistance should I exert
on my Line of Scrimmage (Los)?" and at all times
it should be kept in mind that you will almost always
move after your opponent (unless you are extremely
blessed and manage Blitz turns at every kickoff!).
Setting up to receive means that you
can take advantage of the kicking teams position and
it is at this point you should question your strategy.
Should you pound your opponent into the dirt? form
'da Cage'? or Blitz your way into his half for a quick
Touchdown (TD)? These points should really be addressed
as you're setting up and not after the ball has been
kicked!
Some points to remember:
Players in the Reserve Box. Remember,
they didn't necessarily sit out last drive because
they are useless, your defensive specialists should
have been put 'on ice' during your offensive push
and are then brought back for when you kick the ball.
Exploitation. Balance your strengths and your opponents
weaknesses to maximize your setup. Bear in mind that
a strike at the weak point in your opponents Los could
be a trap...
Think during their turn. While your opponent is setting
up, don't use the time to grab a soda or run to the
bathroom, watch his positioning. After you respond
with your setup just yell "Woah, have to get
to the bathroom!" - they'll wait!
4. The Turn
Some points to remember:
Miscellaneous gubbins. Always bear
in mind what Special Play cards you have retained
in your hand - and how many Rerolls you have left
for the half!
Moving is free. Make sure that you move players who
don't need to make any rolls before contemplating
your master stroke; otherwise you may never move them!
Get them UP! If your players are on their backs, please
remember to do this as soon as possible in your turn.
Otherwise you deserve the Dirty Player who's coming
your way!
Opponents player strengths. Keep an eye on which players
are placed where. You don't need to memorize all of
them, but knowing where the guy with Tackle is should
make choosing where to Dodge easier!
Your strengths. If your team is better at Blocking
then punch before Dodging and vice versa for Agility
based teams. Bear in mind the above point about 'free'
movement however.
Your players strengths. Many of your Position players
are specialized and as such should be the ideal candidate
for their job: don't pick up balls with Mummies when
a Ghoul is around; don't dodge with a Black Orc when
a Lineman could do it; and so on.
Watch the clock. Allow yourself at least thirty seconds
of your four minutes just to contemplate the order
of your moves in the coming turn. Contemplating this
during your opponents turn helps too and allows quick
changes to your immediate move if needs be.
Watch the Dice. If the probabilities are on your side
then the luck kind of looks after itself. I say 'kind
of' as we've all had at least 'one of those matches'.
5. The Drive
This is all about scoring TDs. Actually it could also
be about wearing down your opponent in preparation
for scoring lots of TDs. On the other hand it may
be that you wish to let your opponent score as quickly
as possible just to get your hands on the ball...
many possibilities really!
Some points to remember:
Don't rush. Why present yourself with
unnecessary problems caused by pushing your players
at the wrong time? There is no reason why players
need to 'go for it' if they are within normal movement
distance for next turn (unless it'd put them out of
immediate Blitz range!). Slow teams should make an
orderly advance down-pitch, leave the acrobatics to
the Elf teams.
Anticipation. As your opponent is moving, use the
time to not only adjust your immediate turn plans,
but to figure out what they are up to - you're not
the only one with a plan! If you can see gaps, or
possible breaks, then try to plug them with Linemen
or tempt your opponent to take another route; the
latter being a better idea as you can then predict
where your opponent is likely to be and the advantage
is yours!
Keep your game strategy in mind at all times.
6. The Rest
At the end of the day, Blood Bowl is about fun. Nobody
outside Games Workshop has been making money off it
by playing and social benefits don't immediately spring
to mind either. Keep this in mind and have fun, remembering
that you can enjoy the tension of the game while still
taking it all lightly!
Some points to remember:
Don't work from hearsay. If you
can get a hold of the rulebooks, then please do. Not
only does this mean that you will be able to make
positive rule decisions, but it means that Games Workshop
will continue producing the game!
Role-playing. It's not just for Dungeons & Dragons
or Vampire players! Playing the team (thinking 'Orcy')
should lead you from a game of min/max'ing statistics
into a more enjoyable experience. Remember the team
who wouldn't foul? sure they may take a kicking for
it now and then, but they have a moral advantage over
the rest of the league (which may even discourage
fouling against them!).
Organization and promotion. Being league Commissioner
or one of his lackeys, sorry 'Assistants' gives an
interesting spin to the hobby outside of playing game
after game. Drawing in new players is a great way
to both keep the league going and bring in new ideas,
be they strategies, organizational or rule changes.
The periphery. Get into all of the aspects of the
hobby: Painting teams in your own (or favorite team)
colors; naming the players; throwing together a game
report or league newsletter. The hobby holds more
interest if you make it more personal.
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