Overview
Short, sweet.
Easiest Moves First! (don’t pick up the ball yet!)
Your turn ends when you fail at an action, so perform actions in order of least likely to fail first.
For example, (fail %)
1) (00%) stand up
2) (00%) move people who aren’t doing anything
3) (03%) 2dice blocks with people who have ‘block’ skill (or wrestle)
4) (12%) 2dice blocks
5) (17%) 1dice blocks with block/wrestle skill
6) (17%) moves with go-for-it
6) get ball (33% with 3 agi)
7) (17%-50%) dodge moves
8) (30%) 1dice blocks
8) (33%+/-) pass/throw/other hard things
You don’t want to fall into the trap where you go for a 3 dice block, roll tripple skulls, and then realize you should have stood up your guys on the ground first, as your turn ends on it’s first move.
blocking odds:
[link]
Beware the Sidelines! (get stand firm/sidestep)
anyone with frenzy, can push people 2 spaces, if you get pushed out of bounds, you’re likely to get injured by the drunken fans.
Use Tackle Zones to Prevent Adanvement (leave 2 spaces btw defenders to cover more ground)
if X is a player, and 0 is an empty square, then this formation:
000000
0X00X0
000000
completely prevents movement thru this area… because in order to get past a player has to walk thru a tackle zone… dodging away from people into the open is easier than dodging thru enemy tackle zones.
Beware of 4 agility + dodge catchers, or stunty goblins, however, because they are quite good at dodging.
Team Value (aka why you don’t need 6 rerolls)
your team starts with 1000 team value, every skill you gain (say dodge/block/mightyblow) gives you +20 team value, (doubles give 30, +str gives 50, +agi gives 40, etc) rerolls give +50 team value, an apothacary gives +25 team value, etc… basically whatever it costs to buy something, that’s how much it’ll increase your team value…
Be careful, because you’ll be matched against teams with equal value…
So if you put sprint on your goblin, your opponent gets block on his catcher… that helps him more than it helps you.
If you buy another reroll, your opponent gets +str on his blitzer…
You buy a back-up lineman, they get block/guard on their lineman.
If you want to win games, you have to make sure to use your team value efficiently, because having 15 players doesn’t help quite as much as having 8 players with 4 skills each.
When you are just starting out, stick to 4 rerolls, and as you get better at the game, consider going down to 3 or 2, as it’ll really lower your teamvalue and help you to stop facing those insanely strong teams. don’t go past 12 players unless the extras are goblins/skaven/super cheap things. don’t have more than 150k in your bank (buy/sell rerolls to delete money, or just upgrade your stadium, or buy bribes before each game)
Fouling (rarely worthwhile)
Your odds of being sent off when fouling out-weigh your odds of even k.o.ing the person you foul unless their AV (including assists) is 5 or lower.
if you have sneaky git, or dirty player traits, things get marginally better, and with a bribe you can go nuts, but if you’re just a normal team with normal players, don’t foul almost ever.
Also fouls, and pushign ppl into croud, does not give SPPs.
For detailed %s:
[link]
https://ff.reddit.com/r/bloodbowl/comments/3nz9tl/the_complete_guide_to_fouling/
[link]TL;DR : foul at 5 AV with no skills, 7 AV with sneaky git, and 9 AV with sneaky git + dirty player. (at, means at or bellow, so 3 assists vs a 9 av dwarf = 6 av, not worth it normally, but worth it with sneaky git)
Expect 1hour per game (plan ahead george)
Don’t make the mistake of giving it a whirl, then realizing you don’t have an hour to play a match 🙂
Bashy vs Dancy (try hurling a goblin into the endzone with your troll)
🙂