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Blood bowl 2 fouling
Blood bowl 2 fouling









blood bowl 2 fouling

Pass allows your thrower to reroll the passing roll once.Accurate adds +1 to all of the player's passing rolls.A bit of math that I've already done for you, in fact. But exactly how much better? That requires a bit of math. You've seen all the AG rolls now, so you know that high AG players like elves or Gutter Runners are better at this stuff than the average mook or troll. Putting Up Numbers: The Rest Of The Informationįirst, let's talk odds. Fail the catch roll and ball will bounce out to a random square adjacent to the catcher. If you make the catch roll then Nuffle has smiled upon you and everything is sunshine and rainbows. The catch roll is another AG check, suffering a -1 penalty for each enemy tackle zone on the catcher as well as getting a +1 bonus because of your passer's accurate pass. Even if you manage to get the pass into the receiver's square, he still has to catch the damn thing. except this is Blood Bowl, the only game that actively hates you while you play. So now you've fought to get your passer clear of opposing tackle zones, weathered an enemy interception roll, and succeeded on your passing roll. Remember that passing range is a modifier, which means that you're more likely to fumble a very long pass than a very short one. If you failed the passing roll and the result of the roll is 1 or less before and/or after modifiers, the passer will just fumble the ball into an adjacent space instead of throwing it. If you failed the passing roll, the ball will scatter randomly to a square up to three spaces away from the receiver. If you succeed on the passing roll, you've made an accurate pass and the ball will land on the intended receiver. You've successfully gotten the ball out of the passer's hands, and the rest is up to Nuffle. If there are multiple potential interceptors, the opposing coach chooses just one to make the interception attempt.Īssuming no interception occurs, you make your pass roll. If he succeeds at this roll, you don't even roll the pass and he grabs the ball (and 2 SPP!) out of the air. The interception roll is an AG roll with a -2 modifier and an additional -1 modifier for each of your player's tackle zones on him. If there is an enemy player who is awake enough to have tackle zones in the intended path of the pass, he makes an interception roll after you decide to pass but before you make the pass roll. Why sometimes? Because interceptions are by far the least intuitive part of Blood Bowl. Once you've eyeballed the range and you're comfortable going for the pass, just right-click again to make the pass roll. The value shown in the ring that your receiver is in gets added to the pass roll, so very short passes get a +1 modifier while long bomb passes get a -1 or -2. The range of the pass modifies the passing roll. For one thing, each enemy tackle zone on the passer inflicts a -1 penalty on the roll. First is the passing roll, which is a normal AG roll with a few unique modifiers. If your pass fails in such a way that the ball hits the ground or ends up in an opponent's hands, your turn ends.Ī million might have been a slight exaggeration, but passing does still require a lot of AG checks. You only get to make one pass check each turn, so make it count. Putting Up Numbers: The Short Version (No, Seriously)įirst, the simple rules regarding passing: Passing is done as part of a move action. Passing is not without risk, however an interception sucks more than almost anything else in the game and your team has to make roughly a million AG rolls to complete a pass. A competent passing game is difficult to defend against, and a surprise pass from a normally non-passing team can slip past almost any opponent. Passing is one of the most powerful and locally underutilized strategies for scoring points.











Blood bowl 2 fouling