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Blood bowl 3 rules8/3/2023 ![]() ![]() I imagine we'll see fewer passes, but teams who can invest in a decent thrower have the potential to get scary. So passing as not-a-passer just got a lot harder. Yes, this means you could potentially attempt a pass and throw the ball back towards your own end zone 7 spaces. However, there's also a new, terrifying failure case for passing: Any pass that results in a 1 or lower after modification (Natural 1 is ALWAYS a fumble) results in a pass that is "Wildly Inaccurate." WA passes scatter 1d6 spaces in a random direction. In several cases that means the team got better or *much* better at passing: Case in point being the humans, whose thrower is still AG3+ but now passes on a 2+. Passing has been changed in *several* ways, not least of which being that it was decoupled from agility and made its own stat, so that just because a player is agile does not mean they will be able to throw well. (Note that even a successful Argue The Call results in a turnover, however, so fouling will still generally be an end-of-turn action.) Add that to the lack of Clawpomb, and the occasional chance to successfully argue the call (1d6 on a send-off, 6+ for the sent-off player to stay in the game, anything else and you can't try to argue any other calls for the rest of the match) to keep your fouler in, AND the fact that Guard now assists on fouls, and that all equals more, and more effective, fouling. As in, they foul and keep moving to reposition. In addition, Sneaky Gits can foul **AS PART OF A MOVE**. In 2020, Sneaky Git now prevents you from being sent off on doubles on ANY armor roll, even if you break armor. In the old rules, SG would prevent you from being sent off on doubles on an armor roll *only if you failed to break armor*. Sneaky Git now does what everyone *imagined* the skill to do. Speaking of fouls, you're probably going to see more of them. And you still only get one foul per turn, so you can only Piledriver (the skill's new name) once per turn. Also Piling On has been completely reworked: It's no longer a reroll of your armor/cas roll, but is instead a **foul** after a knockdown. Claw is no longer modified by Mighty Blow you'll still see players take it, however, as MB will still affect the injury roll and, to be fair, that's the "ideal" claw+MB situation wherein the MB isn't necessary for the break, and gets used on the injury. ![]() (As an aside, I think the skill is broken now as a strength skill it's clearly meant to be helpful for high strength, low agility players to be able to dodge, but it's actually most useful on stunties who can get ahold it to make 2+ dodges into any space on the pitch.) Clawpomb has been nerfed pretty hard. Lots of skill changes as a lizard player your biggest note should be that Break Tackle now simply modifies the roll for dodging, rather than substituting your strength: +1 to dodges if your ST if 4 or lower, +2 if it is 5+. Read all of the related reddits at once = Other GW Gamesīringing back the Specialist Games vibe, slowly: Other Forums/Message Boards for Bloodbowl: ![]() Got mini's you don't play, want to swap for someone else's? Non-GW Mini's for a Unique look for your teams: Post your Teams! Your Stats! Your Horror Stories of the Game that Nuffle Ruled! Got a Club? LINK IT! Got a Tourney? LINK IT!Ĭomplete list of NAF Tournaments - Check back often!Ĭomplete list of FUMBBL Tournaments - Check back often! We Are Bloodbowl! The Night Goblins, the Orcs, The Elves! We BRING THE PAIN! Be it Electronic or Table-tonic! ![]()
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