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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
rating 2.8
2016-01-26 06:01:17
rating 3.6
2016-01-17 04:43:38
rating 3
2016-01-15 05:45:37
rating 3.4
2016-01-13 05:19:33
rating 3.1
2016-01-11 05:18:33
rating 4.3
2016-01-10 04:43:18
rating 3.9
2016-01-08 05:52:36
rating 4.4
2016-01-06 05:57:50
rating 3
2016-01-04 04:29:11
rating 4.9
2016-01-01 05:59:42
rating 2.9

2015

2015-12-30 06:06:46
rating 4.8
2015-12-27 06:25:22
rating 5.3
2015-12-25 07:02:56
rating 3.8
2015-12-23 06:27:43
rating 4.4
2015-12-21 06:21:00
rating 4
2015-12-20 06:21:28
rating 4.1
2015-12-18 05:49:01
rating 3.8
2015-12-16 06:10:33
rating 3.5
2015-12-14 05:52:04
rating 4.8
2015-12-13 01:45:28
rating 4.3
2015-12-11 06:18:57
rating 3.7
2015-12-09 04:58:50
rating 3.9
2015-12-07 05:38:48
rating 5.4
2015-12-06 03:55:35
rating 3.8
2015-12-04 05:41:11
rating 3.9
2015-12-02 05:59:35
rating 3.2
2015-11-29 17:50:52
rating 4.6
2015-11-29 00:05:52
rating 5.4
2016-01-06 05:57:50
5 votes, rating 3
Kickoff
After watching a few close games, it is clear that some rolls are more important than others. Specifically, I have watched a quite a few games were luck was relatively even, but one coach got a critical kickoff event which proved decisive. There are two specifically that seem to have an much greater influence of the match result. However, we should examine the entire kickoff event table to be thorough. We will go in order of most to least likely.

  1. Changing Weather (6/36): roll on the weather table. This usually removes weather effects and causes the kickoff to scatter one space, but one sixth of the time will apply a penalty to both teams. This is a small advantage for the team less penalized by the new weather result.
  2. Cheering Fans (5/36): roll 1d6 + FAME + Cheerleaders with the winner getting a reroll. If rolls are tied, both teams get a reroll. A random but roughly equal event that gives a small advantage to one team.
  3. Brilliant coaching (5/36): same as cheering fans except + Assistants instead of Cheerleaders.
  4. High Kick (4/36): Offense chooses a player to place under the ball. This is a small advantage for the offensive team.
  5. Quick Snap (4/36): offense may move each player one square. This is at least a small advantage for the offense, but if the defending team's setup does not account for the event the advantage can be huge. Setup recommendations for defenses will implicitly take this event into account.
  6. Perfect Defense (3/36): defense may setup into any new legal defense. This is significant advantage for the defense in some matchups. After getting wrecked by this event, I have started changing my own offensive setups to better account for it.
  7. Blitz! (3/36): The defense gets a free turn (except players in tackle zones). Faster teams generally get most advantage, and it makes the kick skill much better. This event is usually the best possible event for the defense, and has turned the most games in my sample of observed games.
  8. Riot (2/36): Both teams either gain or lose a turn. Most importantly, at the end of a half, both teams gain a turn. This is the other event that can give a huge advantage. For teams without a dedicated one-turner (most teams), the extra turn significantly increases the odds of a touchdown for the offense.
  9. Throw a Rock (2/36): roll 1d6 + FAME with the loser making an injury roll on a random player (both if tied). This one rarely alters the outcome of the game, but sometimes the best player just dies. This event either doesn't matter or feels bad.
  10. Get the Ref (1/36): both teams get a bribe. Good event symmetrical although one coach may get more use out of the bribe. Why is this event so rare?
  11. Pitch Invasion (1/36): roll 1d6 + FAME for each opposing player, if 6+ stunned. Usually this event is similar for both coaches or a small advantage for the higher FAME coach. This event can be lopsided but rarely decides the game.


Several of the above events are either small or roughly symmetrical: weather, rerolls, high kick, rock, and bribes. Quick Snap and Perfect Defense might be almost as important if it weren't easy to negate with correct setups. Pitch invasion can theoretically be decisive but almost never is. The critical kickoff events are Blitz and Riot. They have a much larger effect than any of the others. While there are plenty of close games decided by a single roll, these two events seem to be the most likely culprits. Mitigating the results of a Riot that goes against you is difficult, and a Blitz is still rough even when properly prepared.

Anybody have tips for dealing a Blitz?

Sal-utations
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Comments
Posted by delusional on 2016-01-06 06:20:29
Good point. Get the Ref is fairly even and should be a far more common event.

I think that the idea of the Blitz is to discourage teams from bombarding the LOS.
Posted by Rbthma on 2016-01-06 06:21:58
well, I think you should always set-up expecting a blitz- this means spreading some players in the backfield near where the ball might end up...this can be nothing more than an annoyance to leaping elves of course. The best way to avoid being blitzed is to score a lot more than your opponent, then you have more chances at getting the blitz result :)

also, carrying cheerleaders & assistant coaches might make sense for re-roll dependent teams- not only do you gain a re-roll, you can deny your opponent one.
Posted by Uedder on 2016-01-06 08:10:50
I think Cheering Fans and Brilliant coach both have a bigger advantage than you credit them. Depends on team tho.

For the way I play, high kick is a result i hate when kicking. It can really change a drive around. Expecially against slow teams.

And Pitch Invasion I hate as much as Sweltering Heat. Nothing you can do about it, but hope to roll better than your opponent. It can have a huge impact.

Dealing with blitz is all about spreading your players around the pitch, cover the flanks, have a couple players backfield. It will still be tough, but you can overcome it with the right positioning.

Posted by bghandras on 2016-01-06 09:46:22
"Anybody have tips for dealing a Blitz?"

Depends on the matchup. Sometimes you can and should setup as it will be a blitz, and sometimes you should take the full risk. But the short answer is a setup which counters the opponents setup, and blocks most of the movement. You cant deny the whole pitch with double columns, but you can deny a huge portion. (And give the good chance that ball lands in protected area.)
Posted by Joost on 2016-01-06 10:05:00
Interesting point and food for thought. I personally find Blitz to be the most influential outcome on the game.

Your point also relates to my observation (based on fairly small sample size) that "wheather change" seems seldom to be the result of the KO table, while you'd expect it to be quite regular. Could this be a bug in the client or do others not share this experience?
Posted by bghandras on 2016-01-06 10:54:15
It is also a weather change if it changes from perfect blood bowl weather to perfect blood bowl weather. So you may not necessarily perceive all the changes that are rolled.
Posted by tussock on 2016-01-06 11:15:23
Perfect D and Blitz! are both to force you to set up a bit more conservatively on offence, just as Quick Snap makes the defence stand back an extra step to avoid taking the extra punishment and in turn being easier to penetrate.

Blitz you basically set up most offensive drives in a partially defensive pattern, covering the wings, and trying to keep enough players free to at least have a second go at screening a deep kick retrieval, especially with slower teams, and/or a sheltered central channel that you can get a pass or handoff through up to midfield and leave the blitz off side. Try to turn it to your advantage.

Generally this only works with a full team on the field, at some point you have to give up on the risk and focus what you have left on a pure attack strategy, and make some tough blitzes and high-risk passes to recover the worst.

The worst blitzes are the short corner kicks, because most teams can cage the ball from D, and making sure you have two moderately sturdy players close to the line on each wing can make that all but impossible, just beware the frenzy as always.
Posted by the_Sage on 2016-01-06 16:42:18
+2 FAME pitch invasions are certainly a thing. Blitz is horrible if you're up against agiles, perfect defense can wreck you if you're up against strong guardies (orcs, lizards come to mind). I find it easier to set up vs blitz than vs perfect defense, but blitz can be more devastating.

I love it when people set up in such a way that I can surf them if I roll quick snap.