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* * * Did you know? The brightest star is debog with 2028 SPPs.
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Win Percentage
Win Percentage
Win Percentage
I've been playing Blood Bowl since 1994, when I found by chance a second edition box in a model shop of my city. Love at first sight: the concept of fantasy races playing a twisted and crazy parody of American football was freaking awesome! In 1995 I bought the third edition box. In 2007 I searched for an online Blood Bowl game and found FUMBBL.
I like more or less to play all the teams, but I prefer the agile ones due to their creative, unpredictable, dynamic game style. Khemri Tomb Kings are my favourite bash team because it requires brain, good positioning and it's unforgiving.

My gaming ethics
- I don't play in Ranked because choosing opponents and races is uncompatible with a competitive division.
- I generally time out at 4 minutes unless my opponent informs me he's experiencing issues.
- I have maximum 1 team per race.
- I don't cycle teams.
- I never concede.

Best Coach Ranking: 180.73
Best Coach Standing: 2
Best Win Percentage: 66%

1170 TV gap match

★ Hall of Fame ★

Nabuk (dead), 81 games


Hyppolita (dead), 90 games

Morten (dead), 106 games

Ochaloq (retired), 83 games

Narin (retired), 68 games


Bukir (retired), 94 games

Spitch (retired), 50 games

Varug (retired), 83 games

Kabur (dead), 86 games


Chik (retired), 65 games

Shorg (retired), 103 games



Sordidus (retired), 76 games



Box grid filled with: Amazons; Chaos Chosen; Elven Union; High Elves; Lizardmen; Shambling Undead; Slann; Vampires.
Pearls of wisdom
- When you're winning play conservative. When you're losing or when failure doesn't matter play high risk high reward.
- Try to have the right players in the right place.
- The actions you don't try have 0 chance of happening: no guts, no glory! Audentes fortuna iuvat.
- When you lose try not to blame dice, instead focus on your mistakes and on what you could have done not to lose.
- The best remedy for bad luck is playing more games.
- Generally the lower a player's cost is, the less return you have on skilling him up.
- Coach plans, Nuffle laughs. Even the best plan can fail.
- Concession is for the weak. Conceders lose in shame.
- Sometimes you are not playing against a coach, but the dice and/or super skilled players.
- Simple rule for the Box: win the current game, and build only for the next one.
- Never take Sneaky Git.
- Mega TV, mega kakon: high TV games are generally less balanced because the TV system is too crude to accurately calculate the relative teams' strengths and stacked skills' synergies.
- If one of the teams is bashier, almost always receive; if both teams are bashy, receive; if both teams are agile, kick; vs Vampires, kick; with Sweltering Heat receive; with Blizzard vs a team with one turner receive.
My house rules
- Each Fan Factor point adds 5,000 to TV.
- Claw: any Armour roll of 9 or more after modifications breaks the armour.
- Disturbing Presence and Foul Appearance merged into a single skill.
- Very Long Legs: as now, but it adds +MA as well.
- GFI: first square 2+, second square 3+, third square 4+ (with Blizzard 3+, 4+, 5+).
- Wild Animal: the player requires 2+ to Block or Blitz and 3+ to perform all the other Actions.
- Sure Hands can be taken as General or Agility skill (little buff to Stunty players).
- 10 TV skill/stat discount for Stunty players.
- Bitten Thralls are Knocked Out with 8+ (no more Badly Hurt by bite).
- Regeneration: when a player regenerates he's placed face down in the KO box.
- Every failed KO recovery roll gives a +1 stacking modifier to the next recovery roll of that player. To remind it on TT, miniature lying face down in KO box: 4+; lying face up in KO box: 3+; standing in KO box: 2+.
- Sweltering Heat: exhausted players can be set up but they have Loner skill until the next kick off (then every player on the pitch at the end of a drive must test to see if they will be affected in the next drive) or Sweltering Heat ends; Loner skill doesn't stack.
- Perfect Defence: like Quick Snap, but for the kicking team (at least 3 defending players must be on the LOS after the free move).
- High Kick: -1 to catch the ball if kicked by a player with Kick skill. This Kick malus is not applied if before the High Kick event the ball is already over a player (for example, because he has moved with the Kick-Off Return skill).
- Blitz!: the kicking team's coach rolls a D6 and adds +1 for each assistant coach and cheerleader, if the coach has not been ejected the D6 can be re-rolled: the total is the number of players allowed to perform the free turn.
- Throw a Rock: the target player is Placed Prone and an Armour roll is made: if armour is broken then roll for injury.
- Pitch Invasion: the affected players are Placed Prone.
- MVP: After a match D6 SPPs are awarded randomly to a player who gained 1 or more SPPs in the match. After the D6 SPPs have been assigned, every non-Legend player earns 1 SPP.
- Concession: any player on conceding team with 31 SPPs or more will leave on 4+.

D8 Agility Table replaces the D6 Agility Table:
AG 6: 2+| AG 5: 3+| AG 4: 4+| AG 3: 5+| AG 2: 6+| AG 1: 7+
modifiers are the same as normal (+1 to Dodge roll, +1 to Pick Up roll etc.)

1 before modification: automatic failure
8 before modification: automatic success

D8 Block die replaces the D6 Block die:
1: Skull
2: Both Down
3: Both Prone (both players are Placed Prone, who has Wrestle can choose not to be Placed Prone, no AV roll in any case, no turnover unless attacker dropped the ball)
4: Both Stand (no effect)
5: Push
6: Push
7: Push/Pow
8: Pow