

Ikoma wrote:Sorry I cannot be of more (any?) help in tracking down those minis. Lizards or Slann by the look of them.
In my Blood Bowl news, I have the newest Season Two boxed set in my hot hands. First impressions review...
I love that it looks like GW is paying attention to the game. No game company's text proofing is perfect. Typos and errors are a fact of life and the reason FAQs and errata are a thing. But this edition shows a real commitment to keeping those kinds of things as close to the target number of zero as possible. AND it is clear that they actually thought about the rules. Too often in Blood Bowl's history, GW has had a cool idea, published it (in a Spike! or White Dwarf or just a PDF online) only to have the community look at it and break it immediately because GW didn't actually think how it would interact with everything else. Not this time. They created a cohesive whole unit that looks to improve on a LOT of things. But not everything....
So... I like all the cleaning up the way stats are recorded. ALL stats are now the number you need to beat. No more weird subtracting your AG from seven and then subtracting the basic modifier for almost any agility roll to get your target number. Now elves have an AG of 2+. They can do any basic agility roll on a 2 or better (of course, modifiers can adjust that). Same thing with armor. Now, an AV of 8+ requires an 8 or better to break. Simpler. I also like that they finally abandoned the crazy limitation that all player costs must be multiples of ten. That let them tweak many players that were a touch over (or under) costed to better reflect their true value to a starting squad. They have also seen the light and created simple little inducements for as low as 20k.
I am a fan of the way they addressed stalling in Season Two. The basic rulebook defines it. Could you have scored this turn by moving one of your players and needing NO dice rolls? And you didn't score? Then you are stalling. Even a single Rush (what used to be called Going For It) or Dodge roll that would have been required means you are not stalling. So what does it mean if you are stalling? Well, it means you are taking a risk. Betting that you can keep the ball safe while you manage the clock and score later while leaving your opponent without enough time to score back. Almost every pro sport I can think of has 'clock management' as part of its strategy (baseball being the major counter-example) and I see no reason why clock management aka stalling shouldn't be a part of Blood Bowl. BUT... that said. It can be a little boring. We've all been there. The other coach had hot dice. He's injured two of your players and put four more in the KO box. You've got five players left on the pitch. But there's not a lot you can do with them. Each turn, he's pounding them for all he's got (as he should) to earn Star Player Points AND to make it harder for you to equalize in the second half. But that means you're turn is basically just trying to dodge your players away and run for safety OR literally doing nothing, leaving them lying on the pitch where they are (a little) safer, and passing. And that's not terribly fun. So... GW added some long shot ways that stalling can come back and bite you in the ass. It's not likely. But it could happen. I like that.
I even kind of like the (re-)addition of the passing stat to the game. Just like AG, PA is the number you would need to roll to throw a quick pass. Elven throwers are 2+. It let's GW boost the passing game of EVERY thrower in the game without also making them better at dodging or catching (which are still governed by AG). It's also the only stat that you can have a "-" in... meaning you cannot pass at ALL. That player can still hand off but they cannot even attempt a pass. But why did they have to nerf elves SO hard. When I heard the rumors I expected most elves to get a nerf. But to drop them to 4+? Wardancers and Witch Elves are PA 5+? As good as a Treeman? Urgh. It doesn't hurt elven offense but it destroys our defense. No more taking the time to secure the blitz on the ball carrier, popping the ball loose and then any old elf tossing it a few squares to another elf who nafs off down the pitch as fast as he can go. Not any more. Now we have to try and protect the ball for at least one turn (until it can be handed to a proper thrower) who will chuck it downfield. And we have to do that without all the access to STR skills the other teams have AND while our proper thrower is getting the loving 'attention' from the other team he so properly deserves. We'll see. Maybe it's better than it looks. Oh, and they split up all the passing skills (so there would be enough do allow for the new random skill up system option) so it's going to take longer to even get your thrower good.
Speaking off the new random skill up system, I am excited to see what comes of it even while I am nervous about potential abuses. Basically, you now spend SPP to skill up. For a low amount, you can buy a random skill. For a little more, you can buy a specific skill. For a lot more, you can guarantee yourself a stat boost. Just maybe not the stat boost you really wanted. I like that you won't have that one team in your league that got super lucky and has two +1 ST player and another two +1 AG players who is crushing things. Now, the other coach had to save up to buy those stat boosts AND get lucky that his thrower didn't get the ST boost and his black orc got the AG. But you will still have coaches who min max the hell out of the random skills. Buy a random skill, if you don't get what you need, cut the guy and hire a new rookie. Obviously, this works best with cheap teams (hello, Goblins and Halflings). We'll see how it works out in actual practise.
I don't love the nerf to leaping but I do kinda like the additional of jumping over downed players (anyone can attempt to jump a downed player, just make an AG roll modified by the TZs you are leaving OR entering [whichever is higher]).
All this and a new video game version with the exact same rules coming early next year (and strong hints it will finally be cross-platform). Good time to be a Blood Bowl player.
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