Kicking rules

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madrobot
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Kicking rules

Post by madrobot »

I've got a player in my tabletop league that has been obsessed with the idea of kickers for a long time, and is always prodding me to adapt the kicking rules printed in the 2003 Blood Bowl annual. There is a number of issues that I have with those rules, and I have remained reluctant to allow them for a whole league season.

For the sake of his sanity, I've come up with the following rules that we may be trying out for our next PBBL season. This is the first draft, and it's just straight rules without any fluff justifications included, or any attempt to make them rules-lawyer proof. Just thought I'd post them here as they will be used in a PBBL environment and to see if any one has any feedback or suggestions they'd like to post.

(This is copied from the word document I wrote them up in, so the text loses any bold/italic/underlined formatting that was done, and some spacing issues crop up but I think you'll all manage :) )

Kicking Rules


The kick action: Once per turn, a player on the moving team is allowed to make a kick action. The player is allowed to move as normal, and at the end of their move must kick the ball. The kick action counts as the team’s throwing action for the turn, so the ball may not be passed (or a teammate thrown etc…). A kick action always results in a turnover, no matter what the result of the kick itself.

The kick: After declaring a kick action, the player selects a target square that he wishes to kick the ball to and places the ball there. Count the number of squares from the player to the target square, including the target square. This will determine the required number to beat on a 2D6 Kick Roll in order to make an accurate kick. This limits a player from kicking the ball farther than 11 squares. The following modifiers apply:

Kicking a Field Goal -1
Kicking a Field Goal from a Wide Zone -1
Player is not a kicker -2
Per Opposing tackle zone on the player -1

If the modified roll is equal to or less than the required number, then the kick is inaccurate. An inaccurate kick will only travel half the distance intended (rounding down), and will also be shanked to the left or right of it’s intended path. If the result of the Kick Roll is even (the roll itself, not the modified result), then the ball will pull D6 squares to the right. If the result of the Kick Roll is odd, then the ball will pull D6 squares to the left.
A Kick Roll result of 2 or less will result in the ball being fumbled.

If the ball lands in an occupied square, then player must try to catch the ball (count the kick as an inaccurate pass). If the ball lands in an unoccupied square, or a square with a prone player, it will bounce as normal.

The kickoff: At least one player must be set up to kick the football. They may not be on the line of scrimmage or in either wide zone. If this is not possible, then the opposing team is awarded a touchback. When kicking off, the kicking player uses the kick rules as stated above. If the ball is fumbled, the opposing team is awarded a touchback.

Field Goals: A team scores a field goal when one of it’s players taking a kick action kicks the ball past the middle three squares in the opposing team’s end zone. The three squares are called the field goal area. Place the ball on one of these squares when determining the target square for a field goal. When attempting a field goal, add 2 squares to the distance to compensate for the kick clearing the crossbar of the goalpost. Therefore, a kicked ball that lands on the field and then bounces out of bounds (or is fumbled out of bounds) in the field goal area does not count as a successful field goal and the fans will throw the ball back in as normal.

A successful field goal is worth one point, just like a touchdown. The kicking player is awarded 3 Star Player Points when scoring a field goal.

Kickers: Every team is allowed 0-1 Kickers on their roster. A kicker is the same as the 0-16 position players on the roster, with the addition of the kick skill and access to kicking skills. This player also costs 20k extra.

Kicking Skills:

Kick: May re-roll Kick Roll. Also, does not suffer the ‘-2 Player is not a kicker’ modifier.

Hook Kick: May ignore -1 penalty for kicking a field goal from wide zone. In addition, player is allowed to kick-off the ball even if they are set up in a wide zone.

Kickoff Specialist: May halve the distance a ball is shanked when kicking off (rounding down). In addition, an inaccurate kick made by this player during a kickoff will travel the full distance desired (i.e. it will not be reduced by half). A fumbled kick still counts as a fumble though! May not be used with booming kick.

Booming Kick: Player may kick the ball up to 20 squares. Place the ball in the desired target square, but since this type of kick is never accurate, roll a scatter die 3 times to determine a new target square for the ball before making a Kick Roll. The Kick Roll is made without any modifiers, as it will only determine what direction the kick is shanked, or whether the kicking player fumbles the ball. Note that it is possible for the ball to pass through the field goal area if a player is lucky enough when making a booming kick. May not be used with kickoff specialist, or in a blizzard.

Boot Attack (Dirty Kick): Player may make a boot attack instead of a block. Roll a D6, and if this result is greater than the opponents strength or agility (whichever is higher), then the opposing player is placed prone in the square they occupy, but no armor roll is made. If a 6 is rolled, the opposing player has been booted in his special place and is stunned. If a 1 is rolled, the kicker falls over but no armor roll is made. A turnover does not occur.

If used as part of a Blitz action the player may not continue moving after making the Boot Attack.

Strength Skill:

Strong Leg: Player may add a number of squares equal to their strength value to their kick distance. In addition the player may add their strength value to the Kick Roll. Accuracy suffers when a player kicks in this manner however, so the kick will shank an additional D3 squares (so even an accurate kick will veer D3 squares to the left or right).

Changes to core Blood Bowl rules:
-As stated above, the kick-off now functions differently.

-Add to the weather table:
4 Blustery: The winds blowing hard today. All kicks will be shanked an extra D3 squares (even accurate kicks).
10 Blustery: The winds blowing hard today. All kicks will be shanked an extra D3 squares (even accurate kicks)

In addition, all kick rolls suffer -1 modifier when it is Very Sunny. Kicks are limited to a distance of 6 squares during a Blizzard.

-Kick rolls are also affected by Disturbing Presence.
-Kick skill as described in BB rulebook is no longer used and is no longer listed in the General Skill category (its in the Kicking Skills!).
-Nerves of Steel works for Kick Rolls as well.
-Pass Block may be used to put kicker in one of the pass block player’s tackle zones, however the ball may not be intercepted.
-Stunty players suffer an additional -2 to all Kick Rolls

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Post by Highlander »

Since I've never played with the kicking rules I've got nothing to compare you changes too, so I don't think I'll be of much help.

My only question would be is if you really feel that a kick should be worth the same points total as a touchdown and if it should be worth 3 SPP to a player for kicking it. Maybe you should consider changing the value of a touchdown to add 2 points to the score and the player who kicked it should get 2 SPP.

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Post by Gumbo »

Its interesting. Certainly takes the game away from the normal dynamic (get ball cage up grind down or hop back and pass), but may either be so random that the game skews away from tactics or an amazing 'kicker' could just be a new one-turner. With some modifications these rules could be fun, new kicker minis could be added to the roster. Liked it all (but would need a lot of testing) and i wasnt a fan of the Booting rule; one turners who foul too......

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Post by civilian_number_two »

I don't think it should be possible to score points without entering the end zone with the ball. Field goals come from American football, while this game is essentially rugby.

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Post by Darkson »

Oh no, here we go again!;)

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Post by WildAnimal »

oh no not kicking,,,,:-(

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Post by ambush3 »

rugby also has field goals...

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Post by Darkson »

Bergh wrote:oh no not kicking,,,,:-(
I meant the whole American Football - Rugby discussion... :roll:

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Post by mattski »

I'd love an updated version of the rules that allowed you to play BloodBowl football style.

Not that this really has to do with anything, I just wanted to point it out is all...

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Post by Colin »

Just get a copy of the 2ed Blood Bowl Compedium and adopt the "Official NAF" rules to the new rules, can be done, but you may find that like the "Official NAF" rules used with 2ed BB, the game could become longer to play with all the stopping and resetting up each down, less continuity in the game, etc. But, who knows, you might find it fun so try it out.

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Post by mattski »

No mate, I'm thinking of the game played predominantly with the foot ;) Would love to recreate the world cup with all the different races...

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Kicking

Post by alslammerz »

I'd enjoy these rules. Adds a different level of strategy to the game. Only suggestion would be that (either in the rules or as a skill) a kicker deliberately kicking into the square occupied by his own player and the kicker kicks accurately, then the player attempting to catch the ball treats it as an accurate pass. Adds a little bit of Aussie-rules strategy to the mix as well, and provides a "thrower" for the teams without one (like 'Flings and Delves).

So now we just need to bugger GW into making official rules and new kicker minis! :D (Just kidding)

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Post by WildAnimal »

Think IF there should be kicking rules in the game that they need to be simplyfied ALOT. they should never be more complex then a throw, think they even should be simpler then the throwing rules.

I dont really have any idea how these rules should be anyway.

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Post by pac »

The problem with kicking in Blood Bowl is, and has always been: what is the point of it? In real-world sports which Blood Bowl somewhat resembles, kicking has specific functions, two examples being:

American Football (excuse any inaccuracies, really not my sport of choice!): kicking exists in the forms of punting and field goals. Punting is typically done at the end of a drive when the offence cannot retain possession any longer, to gain territory. Field goals are worth points.

Rugby (Union): In rugby, you cannot pass forward, but you <i>can</i> kick forward. Thus kicking is used for many, many purposes - gaining territory, kicking and chasing, up-and-unders, cross-field kicks for tries - as well as the functions of kicking that directly score points (penalties, conversions, drop goals).

Thus, if adding kicking to the game, it is essential to think about what its <i>purpose</i> would be - as distinct from the purposes of passing. Field goals (and possibly conversions) would probably have to be added to make it worth it. In open play, the most likely use for kicking would be to move the ball a long distance <i>without</i> incurring the increased chance of fumbling caused by Long Passes and Bombs (but then, you can eliminate those risks by taking Strong Arm and Accurate, or Hail Mary Pass).

My conclusion on kicking has tended to be that - while it is a nice idea - the existing passing skills make passing a flexible tool that already encompasses all the likely uses of kicking. Kicking could only be added (in a worthwhile form) if passing were weakened in some way, or by attaching essentially superficial additions (field goals, conversions) to the game.

IMO, to really get a worthwhile form of kicking into the game, you would have to change the basic structure of the game itself. For example, by making the game more like Rugby (no forward passing; if you want to move the ball forward, you have to kick); or like American Football (there are downs and drives, and a specific structure to the game which all but forces you to kick in certain situations); or like some other sport for that matter. All of which could be great … but doesn't have much to do with 'proper' (ie, unstructured free-for-all) BB.

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Post by keggiemckill »

Ive alaways fancied kicking as a pliable offensive stragedy. A pop kick wich alows one to run under the ball and try and catch it, the same as the a kick off blitz when you see where the ball shall land. The closest thing right now is hail mary pass with diving catch, but not exactly what I have in mind.

I am not a great BB player, but I do use the kick and chase method quite a bit. I like to throw it down the pitch at the end of my turn where I know that my opponent cannot reach it, and hope for the best when chasing after it. It works better if you have the Jump up skill.

I rember and alaways liked the kicker player from Orc, and Human teams in version 2. If you leave the fouling boot out and make it simular to a thrower (in some ways) it would be a different way of adding a thrower to some teams. Maybe like a Stand off, or Full Back positions in Rugby.

It would be really interesting to see that atleast play tested.

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