38 coaches online • Server time: 14:11
* * * Did you know? There are 427944 active teams in FUMBBL.
Log in
Recent Forum Topics goto Post Projectile Vomit-exa...goto Post Sure Feetgoto Post New Metagame: Rotter...
banjohunter
Last seen 3 years ago
Overall
Rookie
Overall
Record
0/0/0
Win Percentage
n/a
Archive

2009

2009-08-31 00:51:37
rating 2.9
2009-08-17 18:53:53
rating 3.9
2009-08-16 10:34:59
rating 3.9
2009-08-16 10:34:59
33 votes, rating 3.9
n00bs guide to fouling
Fouling gets some bad press in the forums, but it is an aspect to a good coaches Blood Bowl game. Even if you are determined not to foul yourself, it is useful to know the mindset of coaches who foul.

Some simple truths to start with.
A player who can't be knocked down, can't be fouled.
A player who is out of range of all opposing players can't be fouled.
A player who can't be encircled can't be fouled effectively.

The potential benefit to fouling is that you may get a player off of the pitch, or at least down for an extra turn. Some players are abominations that can turn the game against you. Could be a 1 turn TD machine, or Claw/RSC monster, or a Dirty Player. If you "play fair" and don't stomp such players, the game is much more likely to go against you. In fact if you don't stomp every RSC you see, you are evil. A team can't get to 2-3 RSC if every time they get one it gets pulped.

The risk is getting spotted by the ref, loosing a player, and suffering a turnover all at the same time. This risk is 1 in 6 if the ref is not watching you, and 1 in 2 if he is. I couldn't be bothered adjusting for arguing with the ref.

EDIT: Koigokuro could be bothered. His figures are
"It's 5/36 without eye and 15/36 with the eye if you have coach arguing."

The cost is that your fouling player(s) aren't doing anything else that turn.

If your opponent isn't fouling, then you only get two low risk shots per match, so making them count is important. If your opponent is fouling, then you get more low risk shots, however, it may be dumb to take them. If he's fouling smart with a gang of assists, then fouling back without assists is a mug's game. If he's fouling your chaos warriors, then fouling his linemen is a poor trade. You give your opponents gang more low risk shots that he's making count, in return for your low risk shots that you aren't making count. If you can't get the position to have a high chance of getting through his armour with your foul, it is probably not worth doing. If he wants to foul that badly, let him get his players sent off.

Assuming you have the position to foul, consider the risk, If every other player on your team has already moved, you've insulated yourself from the turnover risk. All you have to ask yourself then is whether the player that might be injured is worth more than the player that might be sent off. Having three green linemen sent off is probably worth it to get a Claw/RSC player off the pitch. If you get a kill, tell the IRC channel, only one coach ever mourns the death of a Claw/RSC player. The rest celebrate.

The strategy of "foul 'em all" deserves a mention. It's entirely valid and within the rules to thin out your opponent's numbers in an attempt to force your opponent to have to line up his weaker players, or the munchkins you really want rid of, on the front line. It is devious, but that doesn't make it either evil or illegal.

The most unorthodox reason I've ever had for fouling was in a match where my team was getting murdered. I started fouling in an attempt to get my most experienced players sent off. While I lost the game, I was able to finish it without conceding safe in the knowledge that I'd have the players I couldn't replace easily fresh for the next match. If I'd let them get mauled by the opposition instead, I'd have only had a 1 in 2 chance of having them for the next match. Of course I still had to find I player I could fell in order to foul him. Strange thing was, my opponent had got the ref, but stopped fouling. I guess he figured I was getting my own players off the pitch faster than he could.

Finally, there's the strategic question of whether to invest a skill roll in a Dirty Player. I consider it unnecessary until you get to 14 players or so on the roster, because if there's a player that needs to go down, it's worth devoting your entire team to the effort in a gang foul. With a Dirty Player you need less assists, and you have more chance of getting your victim off the pitch in a mass foul. Once you get to 14 players, or about TR175 it's definitely worth having a Dirty Player on the roster. Even from the reserves box he can make your opponent think twice about how dirty he wants the match to get. Especially if he doesn't have one.

EDIT: CircularLogic disagrees and reckons:
"In game 2, where other teams have only 11 players and/or no apo such a tool [a Dirty Player] is way more powerful, than if a team has a deep bench+apo to negate the first good foul."
CircularLogic's rating is way better than mine, and he says more in the comments

EDIT: Kharnete pointed out paulhicks' guide:
http://fumbbl.com/FUMBBL.php?page=blog&coach=13020
I also suggest this as further reading.

Since you've read to here I wish you happy fouling if you are a fouler, and happy foul-assist spoiling if you are still devotedly anti-foul. Whatever your choice, fight well, and may Nuffle bless your teams.
Rate this entry
Comments
Posted by Kharnete on 2009-08-16 10:38:30
I like moar PaulHicks version.
Posted by CircularLogic on 2009-08-16 10:41:20
You wrote:
I consider it unnecessary until you get to 14 players or so on the roster, because if there's a player that needs to go down, it's worth devoting your entire team to the effort in a gang foul. With a Dirty Player you need less assists, and you have more chance of getting your victim off the pitch in a mass foul.

You realize, that the important part of the DP is the +2 to the injury roll, that you cannot reproduce with assists. The more assists you can give, the more likely DP is to make a difference, because the injury roll is what counts. Armor is nearly always broken.

On most teams it`s worth to get a DP on the first lino to skill up.
Posted by Koigokoro on 2009-08-16 12:01:46
"I couldn't be bothered adjusting for arguing with the ref."

It's 5/36 without eye and 15/36 with the eye if you have coach arguing.

Understandin these numbers and comparing them on the chance of gain in foul(sometimes is enough, often it isn't though) and fouler/target values is the key for fouling that helps you the most.
Posted by banjohunter on 2009-08-16 12:49:40
CircularLogic wrote:
You realize, that the important part of the DP is the +2 to the injury roll, that you cannot reproduce with assists. The more assists you can give, the more likely DP is to make a difference, because the injury roll is what counts. Armor is nearly always broken.

I'm not sure what the JBB client does, but my rulebook says +2 to armour *or* injury roll like MB. Not sure if/how the client implements it. This is for n00bs, and while armour is always broken in a +8 gang foul, some n00bs take one man pops while I'm gang-fouling at +8.

--

Kharnete wrote:
I like moar PaulHicks version.

You mean this?
http://fumbbl.com/FUMBBL.php?page=blog&coach=13020
Here is the basics, there is the advanced stuff.
Posted by Dragons on 2009-08-16 13:57:36
The never ending story.
Posted by pythrr on 2009-08-16 17:23:36
[1] no, av is not always broken on an 8 man gf. 11 still fails - its a GW game, no?

[2] one man pops (as u put it), with a dp (esp on downed av 7s) are well worth it. throw in one or two assists to up the odds and u are fine. if you throw 8+ players into every foul, have fun as you lose heavily.

Posted by machtnix on 2009-08-16 17:45:27
Undead and Necro teams need that dp to reach 14 players for free :D
Posted by CircularLogic on 2009-08-16 18:38:13
Exactly... like MB it`s either armor or injury roll. The point is, that the +2 on injury is what really counts. It`s what makes a DP foul so dangerous compared to the same foul without DP but with 2 extra assists.

Taking DP as the first skill on a lino (best after game 1) gives you means to trade this player against around 2 opponents on average. In game 2, where other teams have only 11 players and/or no apo such a tool is way more powerful, than if a team has a deep bench+apo to negate the first good foul. I realize, that it`s written for noobs and so that they don`t foul with 1 assist without DP, when I can bring on 5+ assists and have DP. That`s why I quoted the part, where you say that you would consider taking DP as soon as you have 14+ guys - that`s way too late. When teams are undeveloped, one or two good fouls can tilt the game in your favor - this is much more the case than against developed teams (that you`ll meet when you have 14+ guys), where your advantage is mostly negated after the drive, when your opponent can setup reinforcements.
Posted by CircularLogic on 2009-08-16 18:39:20
@pythrr:
If you snake on the armor roll but have enough assists, you still break armor. Rule of the 1 doesn`t count for armorrolls.
Posted by adambomb on 2009-08-17 05:14:11
nice unbiased factual guide. I hope a lot of people that complain about fouling read this and I hope new players read this as well