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Sp00keh



Joined: Dec 06, 2011

Post   Posted: Jul 11, 2023 - 20:26 Reply with quote Back to top

Hi, this is some info I wanted to send to a friend who was starting here, but thought it might as well be a forum post so it potentially helps other people. It's all just my opinion, not an offical guide



1. Make an account - https://www.fumbbl.com/user.php?module=NS-NewUser&op=register&bt=1



2. Install Java - https://www.java.com/en/download/
You'll need a PC or laptop. Mainly Windows, but can also be made to run on Linux or Mac. Chromebooks or mobile not supported

Check it works by spectating a game - https://fumbbl.com/p/games
Or watching a recent replay - https://fumbbl.com/p/matches



3. Make a team
First thing you need to do is choose Division.

Competitive is the general open game division. (It replaces Ranked and Blackbox, which are both inactive)

League is also very popular.
There's a few broad types of league on fumbbl;
- Perpetual leagues, you join a group of other coaches with a new team, play against each other, your team can grow over time, possibly with promotion up and relegation down at the end of each season

- Resurrection leagues. Similar, but your team does not grow. It will always be the same size, same skills. These are generally using tabletop tournament rule-sets, and used as practice for live events

- The 145 Club. This is a special league for newer players, a good place if you're just starting out
https://fumbbl.com/p/group?group=7437&op=view

Leagues are listed here: https://fumbbl.com/p/groups
To join a league, create a suitable team in the League division, and apply it to the League group

Second thing you need to do is choose Race
(If you have no idea, try Humans or Orcs. More info here https://fumbbl.com/help:NewbieWhichRace)

Third thing is choose a Team Name. Don't pick anything rude or offensive, it could get reported

Final thing is buy players, rerolls, dedicated fans etc. There's suggestions on initial Team Rosters here - https://fumbbl.com/help:BB20RaceStrategy
You can choose to name your players, or use the auto-generated names



4. Find a game
- Within Competitive division, there's 2 methods of finding a game
Both accessed from https://fumbbl.com/p/lfg2
You first need to select one or more of your teams

- For 'Gamefinder' method, you will be shown a list of other similar-sized teams waiting in the shared lobby. You can click a team to challenge them

- For the 'Scheduler' method, you can join the random Blackbox draw, which is executed every 15 minutes. It opens 5 minutes before each draw

- The Blackbox draw is generally more popular than the Gamefinder


- Within League division, generally once you're in a League and the season is started, you'll be scheduled against opponents, and will need to Message them to arrange a time to play. Then click Resume on the arranged match on your homepage to launch the client

- There are also Major and Minor tournaments, for these you'll generally need a Competitive team - https://fumbbl.com/p/tournaments



5. Be a good opponent
It's a community, and a small one. If you treat others nice, you'll be treated nicer in return
- Say something nice at the start, like "Hi, good luck, have fun"
- Say something nice at the end, like "Thanks for the game"
- Don't get angry during the game. This can be tricky because the game can be very frustrating and some coaches are very good. Try not to get salty in chat, it doesn't help.

- Don't concede.
Concessions are generally totally forbidden in leagues and tournaments, and in the Competitive division they're only allowed if you've got hardly any players left - https://fumbbl.com/p/help?op=rules

- Don't abuse time-out button. Not as clear cut.. people have different feelings on this. It's generally polite to warn people about time, before you click it
- Don't take too long for your turns. Part of the same issue



6. In-game stuff - Actions
- To start the game you need to set up your players, do this by dragging 11 of them from the left-side dug-out onto the pitch, then click 'End Setup'

- When it's your turn, to activate a player you left-click them, select an action
You need to decide if you're going to do a blitz, pass, handover, foul, or just move or block, before they start moving or rolling dice
If you select the wrong action and start moving / rolling, then you can't change your mind. If you didn't start, you can de-select them by clicking on the player again, and change it

- If you want to Block, activate your player then click on target opponent player
- If you want to do a special Block like Hypnotic Gaze, Stab, Vomit etc then you start this like a normal Block, and then when you click on target opponent player, you get the choice of how to attack them
Similarly, if you need to Pass, Handover, Throw Teammate etc, you activate the first player, then click on target teammate

- If you want to Blitz a player, you need to nominate the target first before you move

- Don't forget all players can Leap, this option becomes available if they're next to a prone or stunned player by clicking on your active player

- To deactivate your player, click on them again at the end of their turn

- For the block dice preview, 1x little square means 1 dice, 2 squares is 2 dice, 3 squares is 3 dice.
If the squares are green then you're selecting the result (good), if the squares are red the opponent is selecting the result (bad)

In this image, the Black Orc has targetted the Dark Elf for a Blitz, moved 5 squares over to him, and now is about to roll 2 block dice and can select the result
Image



7. In-game stuff - Information
You get a lot of info within the client about the current game-state. Particularly:

- 0 Rsv, 0 Out. Click these little grey buttons to see each team's dugout

- Icons in the bottom corners. Mouse-over these icons to see each team's Rerolls, inducements, etc

- Game > Game Statistics. Bit of a distraction, but can be useful to keep track of number of blocks given / taken etc

- Team Setup > Save Setup / Load Setup. Can be used to save your preferred lineup formation of your team for later re-use, which saves time

- Missing Players. Useful to see where that other blitzer is (they're MNG)

- Inducements. Same info as you get in the bottom corners mostly. Useful summary, and good if you're spectating and want to see the game setup

- Mouseover players or clicking players lets you see their details. If they're in the dugout injured, then mouseover lets you see what happened to them

- A red dot on the player's card below their name indicates they're Niggled. One dot per niggle
I didn't realise this for years


Last edited by Sp00keh on Sep 06, 2024; edited 4 times in total
Sp00keh



Joined: Dec 06, 2011

Post   Posted: Jul 11, 2023 - 20:27 Reply with quote Back to top

Additional info once you've got the basics


8. Configure some settings - These in-client settings are all via the 'User Settings' menu:
- Pitch > Pitch Customisation : I prefer 'Use Default Pitch', I find it clearer

- Pitch > Pitch Markings : I prefer this 'On', it gives a numeric range-ruler on top of screen

- Pitch > Team Logo : I prefer 'Show no team-logos', I find it clearer

- Mark Used Players : I prefer 'Green check mark', it makes it very clear which players have been activated. Without this, activated players just go slightly transparent, which is fine but not as clear

- Client Size : If your screen resolution is big like 4k, you can either use Windows zoom settings, or this in-client one
(Or, if your screen resolution is small like 1366x768, you may need to unlock and move the Windows taskbar to the side of screen to see the full height of the client)



9. Player Marking
I played over 300 games here before I found this out Rolling Eyes ... you can mark players in-client with short strings of text
This is really useful, particularly for important skills. So, 'G' for a player with Guard, 'T' for Tackle, etc

To do this, shift-click on a player in the client, type your text, press enter.

However! you can also make this automatic: https://fumbbl.com/p/clientoptions
And it works in spectactor mode and replays as well

Add a each bit of text you want automatically
Or you can Import a setup from a different coach. Feel free to use my settings as a starting point

If it doesn't appear in game, may require the option being toggled Manual / Automatic in client, in User Settings > Player Marking



10. Also useful
https://fumbbl.com/p/coaches
Coach ranking for Competitive divison. Can filter by Roster, to find good replays to watch
Can also access this via Home > About > clicking on the link of your ranking number

https://fumbbl.com/p/stats
Lets you see games played, and the coach ranking distribution curve

https://fumbbl.com/p/toplist
Lets you see players by SPP, games played, etc. filtered by roster and position

https://fumbbl.com/note/christer/SkillUsage
A chart that shows which skills are Mandatory to use, which require a Tacklezone, and which work on Kickoff (Blitz! event) is also useful:

https://fumbbl.com/p/teams
List of teams by TV, per division

https://www.bloodbowldave.com/
Dave's Action Calculator, lets you work out the percentage-odds of various sequences of play. So you can find out if that Pass was a safer option than the Dodge-Rush-Rush option
Java



Joined: Jan 27, 2018

Post   Posted: Jul 11, 2023 - 21:22 Reply with quote Back to top

it's very good

you can also put in this https://fumbbl.com/p/coachopp?c=sp00keh

there's also probably a way to work it all into here https://fumbbl.com/help: if there's a quick start guide to improve upon there

_________________
Vlad Von Carstein's door-to-door evangelist
dentface



Joined: Oct 29, 2009

Post   Posted: Jul 12, 2023 - 10:36 Reply with quote Back to top

I think its really good spookeh

I think one of the problems, and why we don't have a quick start guide, is that it isn't quick to start. FUMBBL and Blood bowl are both inherently complex. Trying to simplify that for a complete newcomer is really hard. The quickest way to get someone going who is totally green is, I think, getting them connected to the 145 discord where someone can guide them.

But not everyone uses discord, or learns like that, so a forum post that helps cover the gaps is really useful.

Can I make a few suggestions?

The help pages that Java has listed above has lots of pages that cover things that you are pointing to for example
client resizing https://fumbbl.com/help:HowToFFBFullScreen
auto marking https://fumbbl.com/help:AutomaticMarking
help on selecting which race to play https://fumbbl.com/help:NewbieWhichRace
using gamefinder https://fumbbl.com/help:Gamefinder


So my suggestion would be to link to the help pages so that updates only need to get done just once - because updating stuff is the other issue, not so long ago we were telling newcomers to watchout for overdogging, morgflem snotlings and bomber Shocked

If you want me to give you the links to all the bits we already have covered let me know and I'll do that if it helps Smile
RDaneel



Joined: Feb 24, 2023

Post   Posted: Jul 12, 2023 - 13:33 Reply with quote Back to top

Sp00keh wrote:


2. Install Java - https://www.java.com/en/download/
You'll need a PC or laptop. Mainly Windows, but can also be made to run on Linux or Mac. Chromebooks or mobile not supported


For Java config
I suggest also to check this link
https://fumbbl.com/note/Christer/JavaConfig


for the client i would give some recommandations too
- misclicks are terrible in on line gaming , never happen in real game. So try to start action with the key (M to move... B to block)
- client settings to improve visibility
I suggest these setting for client
- User Settings ->Mark used Players -> green Check (fade is not often very visible)
- for the beginning don't chose any background style different than the standard one
- client size: biggest possible compatible with your screen
- Automove: enabled

Finally strong suggestion to join Discord Channel
--> Staff-Help very usefull to ask help for game blocked, report strange things, ask for make team ready if for mistake you press "ready team" too fast w/o purchase skills... Staff answer usually faster on Discord than by submitting ticket.
Garion26



Joined: Nov 28, 2021

Post   Posted: Jul 12, 2023 - 18:49 Reply with quote Back to top

Great guide!
Sp00keh



Joined: Dec 06, 2011

Post   Posted: Aug 16, 2024 - 17:17 Reply with quote Back to top

This is an intro post intended for people who know hardly anything about the game


Concept
Blood Bowl is a 2 player boardgame from Games Workshop that can also be played online.
It's somewhat similar to chess crossed with American Football, and is turn-based with dice rolling elements
The objective is to score touchdowns, but there's a variety of ways to achieve this, including violence


Pitch
The field of play is 15 squares wide by 26 long, including the End Zone at each end. A player who carries the ball into the opponent's End Zone will score a Touchdown
There's a halfway line across the middle dividing it into 2 halves
The 'wide zones' are the 4-square-wide areas along each of the long edges
The 'LOS' or line of scrimmage is in the middle, either side of the halfway line, and excludes the widezones so is 7 squares wide


Teams
Each team normally has between 11 and 16 players
The list of all the rosters and their players is here https://fumbbl.com/help:BB20RaceStrategy
Typically new teams are recruited with a budget of 1000k gold coins and may grow as they play games


Setup
The initial starting state has one team is kicking the ball so they deploy first.
They must place all available players into their own half, up to a maximum of 11. A minimum of 3 of these players must on the LOS, and a maximum of 2 players can be in each of the widezones

The receiving team has the same rules for setup
Once teams are set, the ball is kicked into the receiving team's half, a few events are rolled, and the game is underway, with the receiving team getting the first turn


Turns
The game typically is played in 2 halves of 8 turns each. At half time, the current drive comes to an end, and it is restarted by the team who initially received in the first half, will kick off the second half

A drive is a sequence of turns of active play, and comes to an end if half time or full time is reached, or a touchdown is scored
At the end of a drive, teams reset again for a kickoff

A team's turn comes to an end if:
- A touchdown is scored
- Every player on the active team has activated
- A turnover is caused

A turnover is usually caused by a player failing a dice roll. Almost every action requires dice, and almost all of these will cause a turnover if they fail

At full time, the game comes to an end, and the team with the most touchdowns wins


Player actions
When it's a team's turn they can 'activate' each of their players on the pitch in any sequence that suits them
Each player can do 1x action per turn

Any number of your players can do these actions:
- Move
- Block, if a Standing opponent is in an adjacent square
- Special actions if available

One player per turn can do these actions:
- Blitz, which combines a Move and a Block in the same action
- Foul a prone adjacent opponent (can include a Move action first)
- Pass the ball to teammate or empty square (can include a Move action first)
- Handover the ball to adjacent teammate (can include a Move action first)


Dice
Mostly the game uses regular D6, also D3 / D8 / D16 and 'block dice'

Block Dice are 6-sided with the following results:
- Push: The attacked player is pushed back into the 3 squares behind them
- Push: Yes push is on there twice
- Pow: The attacked player is knocked down and pushed back
- Skull: The attacking player is knocked down in their current square
- Both Down: Both players knocked down in their current squares (unless either has Block skill)
- Pow/Push: Same as a Pow (unless attacked player has Dodge skill) - this is also referred to as 'Defender Stumbles'


Player states

A player can be any of the following states:
- Standing: the default state of a player on the pitch
- Marked: a Standing opponent player is in an adjacent square
- Marking: you are Standing in an adjacent square to an opponent player
- Prone: if you get 'Knocked down' you go prone and are then no longer Standing
- Stunned: If your armour breaks, one of the injury results is Stun and you can't take an Action in the next turn
- KO'd: Another injury result is being Knocked Out, which means leaving the pitch, although the player may recover for a later Drive
- Injured: A worse injury result is injured, which usually means leaving the pitch and won't return this game
- Dead: Dead

Note that if a player is Standing next to an opponent who is also Standing, they are both Marked by each other, and are Marking each other


Player Stats

Every player has the following stats:
- MA: Movement Allowance
- ST: Strength
- AG: Agility
- PA: Passing
- AV: Armour Value

For ST, MA, AV the higher the better
For AG and PA the lower the better
A score of '-' means none, for example a player with PA- cannot Pass the ball

Every player also has a cost in gold to initially recruit them to your team

A basic Human Lineman costs 50k gold, has the following stat line:
MA6, ST3, AG3+, PA4+, AV9+


Player Skills and Traits

These can be divided up in a few ways:
- Some skills can be learned by players as they progress, whereas some cannot - these are generally Traits and available only on certain rare players or star players
- Some skills are optional if you want to use them or not eg Stand Firm, but others are compulsory and you must use them eg Frenzy
- Most skills you have to be Standing and have your tacklezones active, whereas some are Passive and happen no matter what eg Disturbing Presence

Some skills exist merely to cancel another skill. For example Tackle cancels Dodge


Player Progression

Players can earn SPP or Star Player Points in the following ways:
- Being randomly selected as the MVP of the team at the end of the game = 4 spp
- Scoring a touchdown = 3 spp
- Causing an Injury on an opponent via blocking = 2 spp
- Passing the ball successfully = 1 spp

Players can then use their SPP to 'level up' to buy additional Skills or increase their Stats. This will increase the player's value, which also increases the team's value


Team Progression
Most game formats have 'progression', in which the aftermath of each match rolls over into the development of the team for their next match

Teams earn gold after each game, based on the Dedicated Fans each team has + a random dice roll amount + number of touchdowns your team scored
This gold can be used to buy additional stuff, similar to how the team is intially drafted, including more players, or replacing dead & injured players

The alternative format is 'resurrection', in which the team is reset back to its start point after each game, so no lasting changes


Last edited by Sp00keh on Sep 06, 2024; edited 3 times in total
Sp00keh



Joined: Dec 06, 2011

Post   Posted: Aug 16, 2024 - 17:17 Reply with quote Back to top

Blocking
Blocking means the Active player can attack an adjacent opponent player, can be in any of the 8 squares next to them

The sequence is:
- Declare Block action and your target
- Roll the Block dice
- Pick the result
- If any players are Knocked Down, roll Armour test for them: 2D6 attempting to equal or beat their AV
- If the armour roll is high enough, armour is broken. Roll Injury on 2D6 which can result in Stun, Knocked Out, or Injured
- If a player is KO or Injured, they leave the pitch
- If a player is Injured, roll D16 on the Casualty table, which will result in either Badly Hurt, Miss Next Game, Permanent Injury, or Dead

The only things that can protect players from injuries is your skillful coaching, or failing that a team's Apothecary, or the Regeneration trait if they have it


The Block dice you roll and the result you pick depend on the following:

- If your attacker and the opponent are of equal Strength, then roll 1x Block dice
This is known as a 1d, or 1dice. In the client it shows as: 🟨

- If your attacker is stronger than the opponent, roll 2x Block dice and you can choose which result
This is known as a 2d. In the client it shows as: 🟩🟩

- If your attacker is more than twice as strong as the opponent, roll 3x Block dice and you can choose which result
This is known as a 3d. In the client it shows as: 🟩🟩🟩


However,
- If your attacker is has less strength than the opponent, roll 2x Block dice and your opponent can choose which result
This is known as a -2d, or negative/uphill 2dice. In the client it shows as: 🟥🟥

- If your attacker is less than half the strength than the opponent, roll 3x Block dice and your opponent can choose which result
This is known as a -3d. In the client it shows as: 🟥🟥🟥


Remember that a Skull result will mean your attacker gets knocked down, which causes a turnover, and may even injure themselves



Assists
Blocking is rarely a 1 vs 1 situation
If other players are nearby they can help their teammate

Offensive assists means the player who is throwing a block has a Standing team mate in contact with the player who is being blocked.
This assistant must not be Marked by any other players from the attacked player's team

Defensive assists means the player who is being blocked has a Standing team mate in contact with the player who is attacking.
This assistant must not be Marked by any other players from the attacking player's team

Each Assist adds +1 to their teammate's Strength score


So, a ST3 player wants to Block a ST4 opponent. Normally this would be negative 2dice, and very risky
If the ST3 gets an assist, it'd be a 1dice. If they can get 2x assists, they'd be throwing 2dice and being able to choose the result, which becomes a lot safer


Pushes
Various Block dice results will result in the target player being pushed back. This means they go backwards 1 square, to any of the 3 squares behind them
If any of those squares are occupied, have to choose a different one
If ALL of those squares are occupied, choose one and then push the occupant back as well in the same fashion. This is known as a chainpush and can continue several times

If a player is pushed off the pitch, they're described as being surfed into the crowd
The crowd attacks the player, automatically breaking their armour and rolling for injury
The player may survive this and return to the dugout as a reserve for the next kickoff, or they may be injured. Either way, they may take no further part in the current drive

The skills Grab, Sidestep and Stand Firm all have an influcence on how Pushes work


Moving, Tacklezones, Dodging
Any player can take a Move action, which means they can move from square to square a number of times up to their Movement Allowance stat
Once that is reached, they can also Rush to move an additional square, up to twice per turn. This is risky though, each Rush requires a 2+ test on a D6
Rolling a 1 means they fail. Not only do they cause a turnover, but also get Knocked Down so become Prone and need an Armour roll, and potential injury roll

Moves can be diagonal, so the area a player can reach across the pitch is a square shape

Other players will influcence where a player can move to
You can't move into another player's square (unless you first Block them out of it)
Every Standing player has 'tacklezones' in the 8 squares that surround them:
✖ ✖ ✖
✖🧟‍♂️✖
✖ ✖ ✖


A player can move into an opponent's tacklezones freely, but moving out of those will cause a Dodge roll, based on your Agility stat

If you move from one opponent tacklezone into another, the Dodge roll is modified by -1,

When several players are near to each other their tacklezones can overlap, and so the Dodge roll is modified by -1 for each opponent tacklezone you're entering
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