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Cusi

  • Do All Non-Dice Roll Moves First!
  • If the Ball is in Range of an opponent always cover it with these moves, protect the ball!
  • Do important 2 dice blocks second!
  • Do not start your drive off with a big guy unless you are out of rerolls. Do not ever roll dice with him first again unless you are out of rerolls! Your blitz should be the most important and well thought out block of your turn. Your Blitz should always be a 2db if you can make it one and should garner you an important field position.
  • After you have covered the ball and done your 2 dice blocks you should do your important 1d6 ball rolls next. The Ball should be protected so even if you mishandle the ball handling you can recover from this roll next turn.
  • Next, if you feel inclined, do your unimportant gratuitous 1db, but remember that positioning is important, if you fail a 1db you just gave your opponent an oportunity to move a player wherever he wants to freely. Many times it is better to lave a lineman holding a position so the other team can't move their player rather than fail a risky 1db.
  • Don't block with big guys first, dont blitz with big guys unless it is extremely gratuitous both are rookie moves.
  • Foul like a surgeon not like a clubber, foul tactically or strategically and when you do make it count, fouling a 0spp lineman because he was there is lame unless you have the ref, fouling the str 5 wardancer is just good sense.
  • Keeping your opponents from scoring Td's and scoring your own are the keys to winning a Blood Bowl Match. Remember this.

kjwise

  • If you can put a player out of bounds, try to do so

Darkwolf

  • I am also using the Grum strategy of "If you don't want to have a turnover from a failed GFI, DONT gfi."
  • I notice that my big guys now develop more slowly since I use them last more often in a game. I really need a few mvp's to get them block and/or pro. If I don't get mvp's, my big guys take awhile to develop. But I do win games as the oafs are not costing me turnovers.

BadMrMojo

  • Watch what your opponent is doing and try to predict what his next move is going to be. Additionally, try to plan on where you will want to be during your next turn. Helps your tactics and makes the game move faster.
  • Just to reiterate: DO YOUR NO RISK MOVES FIRST! If you have a guy who's just sitting on the ground and going to mark a receiver, then move him before rolling any pickups, blocks, dodges, etc... Sometimes you have a guy standing in the clear and you want to throw a block and make a hole for him before moving him. That's different. Learn to tell the difference.
  • Count on every single roll you make failing miserably. Try to see where that will leave you (in terms of field position) when it happens. If you have a big hole on your flank, for example, try to close it up before hitting the flings. Double skulls happen... with alarming frequency.
  • Protect the ball carrier and the ball. Even elves fail pickups. Don't just send one guy after a loose ball if you have the choice.
  • Watch and learn. Replays are wonderful. Spectating is wonderful. Spectating with people who know their stuff and are willing to share tidbits like, "I woulda sent that guy in for an assist and made a path on the left." is even better. Watch what people do right and what fails miserably. Soon you'll see what consistently works (taking luck into account here) and what consistently doesn't.

BunnyPuncher?

  • Remember, no matter how much you love your leapy blodgy +st wardancer or you Blockle, MB, Multi Block Ogre, they will eventually die or niggle, its just a game and the fellow playing you did not just slap your mother. Take it in stride. Never EVER drop out of a game because of a casualty. Never scream at the opposing coach and call them names.
  • Make sure you check your opponents roster before accepting the game. Its too late to complain in-game about the two dirty players who just shredded your line up.
  • Think. Then Do. But do it during your opponents turn so your turns don't take more than 3-4 minutes (which is still slow)
  • Despite my usual humouristic take on fouling, the only reason to foul is to gain a tactical advantage. If you find yourself fouling "just cuz" your en route to losing the game.
  • Never rely on a big guy to do anything right unless he is the only one who can blitz the ball carrier.
  • Never pass up a touchdown unless you are 100% confident you can safely stall. If its in doubt. Hit the end zone and pray yer opponent rolls a few ones.

Cusi

  • relying on dice to bail you out is poor strategy, plan your plays to involve the least amount of dice rolling you can rather than the most.

Darkwolf

  • But my other tip also, is to play randomly at times and change things up. I have scored more td's from using the SAME formations, but different ways to score from it. Coaches tend to play on what they have seen and react to it. Change up defensive strategies and offensive strategies.
  • Catchers are good players on the LOS. Having 8ma blodgers in the middle of the pitch is a great tactic.
  • Running the ball WITHOUT total caging is the most difficult thing to do in Bloodbowl. It is the most effective use of time and blocking.

Delta

  • I ALWAYS try and adapt my play depending on my opponents moves. It's gotta be the only way to play.
  • Although due to my ineptness this often means scrambling for the ball!!
  • A tactic I use when I have the ball and just know it's gonna be popped out of my hands on the next turn (typically due to pressure from the other player) - throw it to an empty square as far away from the other team as possible. (obviously as a last resort!).

redniwer

  • Foul like a surgeon not like a clubber, foul tactically or strategically and when you do make it count, """"fouling a 0spp lineman because he was there is lame unless you have the ref"""""", fouling the str 5 wardancer is just good sense. if he will be able to do harm in your oponents turn then he should be stunned... so go on and foul him

Colin

  • Always pressure the ball when defending. If you can pick the ball up or place it or the player holding it in tackle zones, do so. If you can put the ball holder in 2 tackle zones, put those players in neighbouring squares so the ball carrier still has to dodge if he blitzes one of them.
  • Try to prevent caging teams from ever getting the ball into the cage. Do this by first kicking deep, then (on your turn) running around his (usually heavily over-loaded) LoS and form a screen between them and the guy with the ball. Then he has to Blitz a screening player and Hand-off or Pass to make it safe, which is when mistakes always seem to happen. The Kick skill is very, very useful for this tactic.
  • Try not to give passing teams a free gap to run through; make it as hard as possible for them to make the initial hole to pour players through (i.e. they have to risk a 1db, or move several players just to get enough assists for a 2db.
  • Even when receiving, don't leave big holes in your line-up. If you do, that's when Blitzes always happen. At least make them blitz to get players under the ball.
  • On receiving, have a plan B. Sometimes plan A can be defended against too well, so an alternative route to the endzone is safer.
  • If you manage to shake loose the ball, but the odds of getting it out are low because its in one or more opposing tackle zones, either push away those opposing players (watch out for opportunities to chain push players to achieve this) and retrieve it, or place it in as many tackle zones as possible, disallowing your opponent from retrieving it either; plan for your following turn in this case, by having players sweeping back should he get the ball, or racing ahead to recieve and score, or both. Alternatively, try pushing an opponent onto the ball, but be prepared for an opponent player catching the resultant scatter.
  • Watch out for the trick of deliberately scattering an inaccessible ball by pushing a player onto it, so think about the potential angles this can be achieved from, and either use it or guard against it.

Mastermind

  • Another thing to point out is slightly more advanced tactics. There are 3 general types of teams in bloodbowl. Bashy teams who don't find it easy to run and score (Dwarves, Chaos Dwarves, Undead), high-scoring teams who are fairly weak (low armour) Elves (any), amazon, Skaven and maybe norse. There are also teams which are OK at both but not excellent (human, orc, chaos, lizard). These are generalisations.
  • Now if you are playing a high-scoring team vs a tough team, you have to keep your guys from getting beat up. Don't do any blocking unless you have to. Get the ball and run and throw and get a touchdown every couple of turns (or less). He will usually get to block you a couple of times per turn and maybe a foul but that's it.
  • Alternately if you're playing a slow team vs anyone else, the winning strategy is to get as many of their players off the field by any means possible. Particularly scorers. Skaven gutter runners and elf catchers are particularly dangerous and should be nobbled whenever you get the chance. If you can score 3-4 or more casualties in the first half, you might be able to start scoring in the second.

cusi

  • That is one not too effective way to do it, hoping to get lucky on cas rolls is not a good tactic, a bashy team vs a high scoring team should elect to kick off and pressure the scoring team to score quickly, in 2 turns, then starts 16 turns of grinding ball protection and walking forward for a 2-1 victory, you dont need to outcas to win you need to control the ball when you have it, this means protecting the ball deep at the start of the drive, protect the ball carrier and dont panic and scramble out of safety until you can scamper into the endzone with your throw-ra.

Idless

  • There are not much similarity in BB and Risk, but they are both Dice games: Some Ace boardplayer told one of my friends: You can tell a newbie from a skilled player on the way they look forward in the game. The noob says: What can I accomblish, and then what can I accomblish after that. The skilled look at it like this: What do I do, when this go wrong!

elara

  • If your opponent has a dirty player and you don't, then don't foul back. Their fouls hurt more than yours so keep the ref's eye where it belongs - on your opponent! Of course there are exceptions like ST5 wardancers and MA11 gutter runners who should be fouled on principle Smile

Darkwolf

  • It is amazing how many coaches forget that you can throw to an empty square on the field. Hail Mary is also good when a coach tries an all out rush into your backfield, just lob it over their heads and deep into their half of the pitch.

BadMrMojo

  • Never underestimate the power of chain pushing. If you find yourself in a TZ and one square out of reach, see if you can get a good push in the right direction with an extra man or two thrown in the mix.
  • 1-Turners are great for those desperate plays, but if they fail (and the frequently do) you're hosed. Save it until you need it. 2 turns to score a TD is still pretty good. Smile

Traitor

  • When all else fails, laugh. If your 100+spp big guy rolls tripple skulls against a halfling, kills himself, and your apoth fails, there's nothing else you can do. If you cant see the humor in stupid situations like that, you might have chosen the wrong hobby.

sourwyrm

  • Always have a guy that's in scoring position, and always have a safety. I have lost count of the times that a player loses the game to me, cause he/she? didn't put a player in scoring position the turn before.

chunky04

  • always keep in mind the number of turns you have left in the game, so you can make sure you have a player in scoring position. I've lost count of the number of times I've lost the opportunity for a td due to me being a stupidhead this way.

Kattmannen

  • I have a standard rule for the rookies. Try to get the weaklings off the pitch. I have seen many coaches block and foul ogres and trees and of course those big guys dont mind that much. It takes a lot of players to knock the tree down and when he is down, fouling a 10 av player doesnt look like good tactics.
  • Block the weakest players so you get some cas. If you have two or three players more than your opponent you are sure to win the game unless you really stink as a coach. When playin weak teams and i can choose a block dice or a push, i choose the block so both goes down, hoping my high av will save my guy and sending the other player off the drive.
  • Many times you would find it better to have your guys standing though, blocking your opponents path but if you dont why not choose both goes down...

RandomOracle

  • I've used the cage sometimes with my woodies, although I do prefer the passing game. There are instances when I don't want to rely on passing, such as when the weather is bad, the opponent has a lot of passblockers, or the opponent has a lot of players with foul appearance. I might also form a cage to protect my ballcarrier if I get the ball deep in my own half and I can't get it to safety in one turn. Of course, the cage is usually not in place for more than one turn, maybe two turns if I have to run the ball from near my own endzone.

tarzom

  • High AV (+regenerating) teams dont need 16 players. If your players dont leave the pitch often (or keep coming back) then you dont really need 16 players. While its nice to have reserves, having lots of players increases you TR/STR so when playing a smaller team with similar TR/STR you will find yourself pitted against players with many more skills (and/or RRs), so they are likely to outclass you. It also means that mvp awards will be spread around more, so the players will develope slower. I'd keep it to around 13 and invest in RRs first, when you've got plenty of those you'll probably be getting to a tr of over 200 and will need those extra players.

Bloodcat

  • Don't take the game serious. Play for fun. This doesn't mean play like a tard, but don't be obsessed. Its easier to win a game if you are relaxed, no matter how many 2 die skulls you roll.
  • Don't be a jerk. Fun people make for fun games. Angry people tend to foul just because they are cranky...
  • Being sneaky can be effective. Plus fouling a lot against a team who have an endzone camper who refuses to score does amazing things for making them quit their stalling.. These sorts of mindgames can do amazing things for your team.
  • Team/Coach/Luck Rating don't mean as much as you might think. Never underestimate your opponent, or yourself. Anything can happen!

DreadClaw?

  • Play the race you like to play.... dont play high av teams if you want movement, dont play speed teams if you dont like your players to get hurt (a lot)
  • allways stay lighthearted about your players, dont get attached to them... (a rule i have failed... on a halfling! *sob*

poi66

  • Also very important: don't take it to serious - it should be funny for both. There are coaches out there playing the game perfectly, winning percentage of 80% and more - but man - is it boring to play them!

BunnyPuncher?

  • Never mistake the love of the boot with a lack of character!

meanandgreen

  • I always run my 3 catchers behind enemy lines, pick up the ball with my catcher, cage him with 2 gaurd linemen (not an actual cage though, it's like this: where x is an empty sqaure, 8 is the thrower and 0 are the gaurd 080 linemen, I only do this to survive the blitz in which I always have xxx strength 4, considered they block the thrower, if they blitz the linemen, what do I care, without enemy assists unless they have gaurds too) the turn thereafter I throw to one of my standing catchers, he runs towards the EZ and voila: 2 turn touchdown

inquisitorpustus

  • When blocking things try to use your players with block skill first. This helps minimise turnovers. (very important if you've got no re-rolls).
  • Learn to cage with your big bashy team. Essentially make an X out of players where the ballcarryer is the centre and 4 other players (hopefully big ones and/or players with guard) make up the tips of the X. This is a solid formation to base you plans around. This can also be used by elves to move the ball but be sure not to get tied up and have a way to break the players loose next turn.
  • Learn to stall well. If the team your playing can score in the remaining time of the current half see if you can safely stall to cut down on the chances of them getting another touchdown (especially important vs elves and skaven).
  • Download a copy of the rules and memorise them!!! current rules at: http://www.specialist-games.com/bloodbowl/default.asp Read them a couple of times to gain a good understanding and until your a big shot, know it all keep a copy handy.
  • Look around fumbbl at the more succesfull teams and look at what skills they have. It'll serve as a good indicator when making and running teams.
  • Learn to think a turn ahead and try to predict what your opponent will do. Have a ready formulated plan if he does what you expect.
  • Learn to 'feint' this is a bit difficult to describe but essentially make your opponent think you are going down one wing where in fact you are planning to go down the other.
  • With bashy teams you can engineer situations where his players are pressed up against the sidelines with nowhere to go and with elf teams, a pass to the unthreatening lineman in a position to score (rather than the more obvious blitzer/catcher) is a game winner.

Michael_Warblade

  • never be afraid to stand a guy on the sideline to avoid getting your ball carrier blitzed (you would be surpised how many people sideline 0spp players rather than do a 1d blitz on the ball handler even if he is going to score next turn)
  • never be afraid to foul if it is nessesary (ie the only guy who can blitz the ball handler is prone and it is tied 1-1 foul the guy so he cant get up and you win 2-1)
  • Stalling is a great way to get a numerical advantage next half (especially if your opponent is doing fruitless fouls to attempt to make you score)
  • always have players who are willing to take a hit for the team (use them to tie up BG's/mummies and the opponents best blitzers)
  • people always underestimate the linemen so if you put 2 catchers, 1 blitzer and 1 lineman in your opponents half for the 2 turn score they will almost always mug everyone but the linemen
  • Cool really good players on your team can draw half the opponents team to follow them around (especially wardancers and 1 turners) while everyone else bashes and scores vs the few remaining players

AFK_Eagle

  • As much as possible, spread the spp's around evenly to all members of the team, until everybody has a minimum of one skill and preferably two. Intentionally make the effort not to score the easy route (unless it's close to game over and you can win by doing so) with the super-team members, but get the underdeveloped players a chance. At higher TR's, WHEN (not IF) casualties/ko's occur, you'll be glad to have a bunch of moderately developed players than to lose your one super-star and have a bunch of rookies facing a developed team.
  • When coaching skaven, chaos or other teams capable of mutating: Taking the really killer combos of skills, like Claw/RSC/PO, is going to limit severely the teams willing to face you, and the ones who do will target that player for extinction, often forgetting all matters of ballcontrol to take that menace to their own team out. This might make for an easier win for you, but that highly developed player is now kaput. Try taking less-obvious combinations of skills to encourage more playing, yet still being effective; tentacles can keep enemies in range for more blocks each game, rather than having to use the blitz all the time. More blocks=more cas, yet not while being threatening. Alternatively, several players with FA and nary a claw to be seen can encourage even elves to face you (with weaker armor=more cas), yet even they'll have difficulty controlling the ball with all that repulsiveness around, etc.

Monotonous

  • The single most useful tip I can give newbies is to play paranoid. That is, make the assumption that every single roll you make will fail. This has been said all the time, but it is the one thing that separates good players from bad -- make non-dice roll moves first! I think this game was the one that I won after my opponent had thoroughly thrashed me all game and was holding up the tying touchdown at the goal line from turn 5 of the second half. When turn 8 rolled up he decided to cause some extra casualties by hitting a Skink with a Longbeard -- he rolled double skulls with no rerolls and I won the game.
  • Don't let bad luck hurt you. Everyone rolls the same amount of ones and skulls. Certain players dominate because their ones come in relatively harmless spots, as they've made their free moves and safe rolls.
  • These two tips kind of go hand-in-hand: conserve your rerolls and minimize the effects of turnovers. Minimizing effects of turnovers means committing turnovers late in your turn, when you've maximized the potential of the rest of your team. By all means, go ahead and pull that risky one die, 2 GFI blitz on the opponent ballcarrier, but do everything else first. That way, if you fail along the way, you'll probably be in a good position to stop him the next turn. Minimizing effects of turnovers also means that you get to conserve your rerolls for times when you absolutely need a reroll to prevent or score a touchdown. There is no sorrier sight than a coach with no rerolls from turns 5-8 -- except for maybe a Blodging Wardancer sitting on the sidelines begging to be crowdpushed.
  • Don't sacrifice wins for SPPs. This game was won by me when my opponent needed a simple GFI with a reroll to score. Instead, he elected to hand it off to a Troll Slayer sitting on 15 SPPs, dropped it twice, and lost the game. Developing teams is fun, but winning is better.

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Last update: August 7, 2006