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SalTheChin
Last seen 7 years ago
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2016

2016-01-31 06:31:29
rating 3
2016-01-29 05:48:54
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2016-01-15 05:45:37
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2016-01-11 05:18:33
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2015

2015-12-30 06:06:46
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2015-12-27 06:25:22
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2015-12-25 07:02:56
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2015-12-23 06:27:43
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2015-12-21 06:21:00
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2015-12-04 05:41:11
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2015-12-02 05:59:35
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2015-11-29 17:50:52
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2015-11-29 00:05:52
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2015-12-21 06:21:00
5 votes, rating 4
Foul All Mens
Yesterday, I talked about Undead, but I didn't talk about fouling. Why not? It's because I don't foul often enough. (Note to self, read title of post before next game coaching Undead.) If you look at my coaching stats, I have only attempted 13 of 960 possible fouls in 60 games. The reason that I don't foul is that don't understand the implications of the risks and rewards. Rather than make mistakes experimenting, my plans have been to do other things that I understand. So I am going to describe fouling, and see if I can improve my judgement about when to use it.

Rules of Fouling
  1. Assists work like blocking but apply as a +1 bonus to the armor roll.
  2. Fouling players don't get SPP's for casualties.
  3. Ejected if doubles on armor or injury roll. This means that calculating the odds gets complicated.

So there are two only loosely related results of a foul action: ejection and armor/injury. For a rookie lineman, the odds of ejection are between 6:36 (armor never breaks) to 11:36 (armor always breaks). Odds for armor breaks and injury are similar to blocks after the knockdown. Calculating the odds precisely depends on the target's armor value and the number of assists. Also note that the more likely you are to break armor, the more likely it is that your player will be ejected. To simplify, we can make some assumptions and look at a typical case. For AV 8 target with a couple assists, odds of ejection and removing the target from the pitch (KO/CAS) are both about 1:4 (approximately).

So if the odds are roughly equal for good and bad results, when is fouling advantageous? Player value is probably the obvious best metric to measure the value of a foul. Rookie zombie vs multiple skill-up wardancer is a good foul every time. Black orc with block and ST5 vs guard mummy is lot more questionable; use the rookie goblin instead. This means that teams with expensive linemen are less likely to have profitable foul opportunities.

I should mention the dedicated fouling skills: sneaky git and dirty player. However, I haven't tried either. Plans for a dirty player zombie and sneaky git goblin have been made though, and I will follow up once I have better data.

Should I foul more? Yes, but that's only because I am currently ignoring it as a strategic option. The foul is much more useful to some teams (like Undead) than others (like Dark Elves). Still, the next time the opposing teams best player is on ground, use the boot to keep them there!

Sal-utations
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Comments
Posted by harvestmouse on 2015-12-21 07:07:03
You confuse me.

You say it's for 'you', but use 'we'.

You say you don't understand fouling, but them come up with a pretty good break down of fouling.

Posted by Badoek on 2015-12-21 09:20:22
I think he uses the blog to learn. So by writing it all down he learns something himself AND anyone reading it who doesn't. Also giving us the option to correct/add etc.
Posted by Antithesisoftime on 2015-12-21 09:27:15
Fouling is an art form.
Most times, foul with an unskilled lineman, and target his biggest, ugliest, most valuable piece.
Rarely, foul with your stars and hope to get caught (I've done this in a particularly nasty match to save my high dollar players)

Use frenzy to isolate a fouling target from assists, so that your foul is more likely to break armor. Always try to gang foul.

Fouling should be the last action you take in a turn, except in very rare cases.

ALWAYS expect a foul to get caught. Never foul unless you can deal with being down a man. Always plan to not have your fouler on your next turn.
Posted by harvestmouse on 2015-12-21 10:06:54
Fouling 'was' an art form. It's now a dumbed down version of said art form.
Posted by jdm on 2015-12-21 10:48:43
In some situations fouling is obvious - you have one player who's making a lone break for the end zone. Only player who can catch them is a wardancer who you blitzed but only knocked down. Wardancer has jump up maybe but as they have leap, only marking them isn't an effective option.

In some situations fouling is not so obvious - the majority of other circumstances in a game. It's always a risk and as Antithesisoftime of time says, always expect to get caught and always take it as your last action.

Maybe start applying fouling in certain situations - say where there's a certain difference in player values or when you only have a certain number of assists. By learning how to use fouling like a scalpel, rather than a club, you can understand in what situations it is a good idea and in what it isn't. Then you can broaden your use of fouling once you understand the risk/reward more.
Posted by Chainsaw on 2015-12-21 11:06:40
T16 fouls are the best fouls. Fact.
Posted by the_cursed_one on 2015-12-21 13:47:03
Live by the boot, die by the boot!
Posted by Endzone on 2015-12-21 15:17:50
Just make sure you take the mandatory run up - there is nothing in the rules to say it brings a benefit, but the crowd enjoy it and so does Nuffle, and it's always best to keep him onside! ;)
Posted by Uedder on 2015-12-21 15:49:44
There are few certain things in blood bowl. One of those is you should foul any wardancer on the ground until he's out.

The other is foul every oneturner (more so if natural).

Another is foul wolves.

Other players are optionals, these are not.
Posted by DeathJester74 on 2015-12-21 16:20:31
You forget a rule...

4) Will cause a rage quit and massive whining from your victim.

That is the BEST reason to foul, the other reasons are just ok.
Posted by ArrestedDevelopment on 2015-12-21 16:45:41
If it's the second half and I'm receiving as UW or goblins etc, chances are I am going to gangfoul a man every single turn unless it looks like the referee might even the numbers up.

Augmenting LOS blocks with gangfouls has turned 10v9 into 9v4 in the past quite rapidly.

With other teams I'm much more selective - the trade off in player price might almost always be worth it for undead, khemri, necromantic and chaos dwarf teams, but is it positionally sound? And how much of a threat is the player being fouled anyway? eg. If my opponent has one left catcher on an Elf team, he is almost definitely going to get a boot to see if I can reduce his chances of a one turner.

CPOMBers within range of a DP are getting booted, otherwise I need to think over whether it is possible and/or worth it to get the assists around them: always consider what happens if you fail the armor break and get sent off - especially if the man on the ground has jump up.


Fluff related, I put kick on my DPs as their second skill if they live to it...
Posted by garyt1 on 2015-12-24 06:28:27
A banned man cannot be killed!