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[BB] Just can't get a break!....

 
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Anubis

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Since: Dec 18, 2007
Posts: 9



(Msg. 1) Posted: Tue Dec 18, 2007 7:27 am
Post subject: [BB] Just can't get a break!....
Archived from groups: rec>games>miniatures>warhammer (more info?)

I know there's not a lot of Blood Bowl talk on here, but maybe someone
here does a little gridiron action. I play a human team....well,
maybe 'play' is too strong a word. I have human minis on the field,
but beyond that it seems I just sort of push them around between
touchdowns by my opponent. Anyone have any good tactics they wouldn't
mind sharing, wanky plays, thoughts, ideas, desparate prayers? My
team has one thrower, two catchers, four blitzers, and four linemen.
Also, are armour and injury rolls made during your four minute turn or
directly afterward, off the clock? One guy I'm playing insists that
since they're part of your action that they must be on the clock
directly after the player goes down, all rolls and table consulting
included. Thoughts?

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Doctor Rock

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Since: Dec 30, 2004
Posts: 372



(Msg. 2) Posted: Tue Dec 18, 2007 6:04 pm
Post subject: Re: [BB] Just can't get a break!.... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Anubis" <geoffreyofcastille RemoveThis @yahoo.com> wrote in message
news:c56a20e1-1019-4dbe-a118-a588e71fa157@i72g2000hsd.googlegroups.com...

> Also, are armour and injury rolls made during your four minute turn or
> directly afterward, off the clock? One guy I'm playing insists that
> since they're part of your action that they must be on the clock
> directly after the player goes down, all rolls and table consulting
> included. Thoughts?

I think that's how it was intended, but we usually used to roll for injuries
off the clock (not armor rolls though, do those as you go along). certainly
if you're playing anyone new to the game that's the best way to play it -
once you've played for long enough you get faster anyways (and memorize most
of the injury results) so it becomes unnecessary.

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Frankus Macimus

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Since: Dec 19, 2007
Posts: 1



(Msg. 3) Posted: Wed Dec 19, 2007 8:48 am
Post subject: Re: Just can't get a break!.... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 18, 9:27 am, Anubis <geoffreyofcasti....DeleteThis@yahoo.com> wrote:
> I know there's not a lot of Blood Bowl talk on here, but maybe someone
> here does a little gridiron action. I play a human team....well,
> maybe 'play' is too strong a word. I have human minis on the field,
> but beyond that it seems I just sort of push them around between
> touchdowns by my opponent. Anyone have any good tactics they wouldn't
> mind sharing, wanky plays, thoughts, ideas, desparate prayers? My
> team has one thrower, two catchers, four blitzers, and four linemen.

Blood Bowl is alive and well. I just went on a road trip with a buddy
for a tourney in Austin, Tx and we hope to have one here in Houston in
the near future.

Tactics and strategy are going to vary depending on your opponent.
Some teams are very bashy and you want to avoid base to base to
minimize blocks. Some teams are very fast and you need to keep more
players deep to avoid giving up fast TDs. The key is to be able to
get numbers whwere you need them, so that you're blitzing/blocking
with max advantage. I think you can find specific information
searching the talkbloodbowl.com site since it's a fairly active Blood
Bowl community.

> Also, are armour and injury rolls made during your four minute turn or
> directly afterward, off the clock? One guy I'm playing insists that
> since they're part of your action that they must be on the clock
> directly after the player goes down, all rolls and table consulting
> included. Thoughts?

We usually do it all in one series, block, follow-up move, armor,
injury, continue move (if a blitz). If you're still new to the game,
talk to your opponent about abandoning the clock for a few games or
working with a 5 minute limit. It can be pretty intimidating playing
with the 4 minute limit when you're unfamiliar with the rules.

You may also want to do a search for LRB 5.0 cheat sheets. These are
4 page summaries of the rules that will help you handle things faster
than flipping through the rules books.

--Frank
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