Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.
dodge into a tacklezone and roll a 2, -1 for the tacklezone you dodge into 2-1 = 1 which is what you needed for AG6
of course when I disputed this at the blood bowl everyone disagreed with me and that was the only game I lost which imo kept me out the final that year
funny how you say you ref the blood bowl cause you know the rules huh!
funnyfingers wrote:They do have a spot in the rules where is specifically says a modified 1 is a fumble. I did know this, but mixed it up with the dodging thing. A modified 1 while dodging can succeed with 6+ AG.
Er..a modified 1 is always a failure on a D6 roll.
only when passing is a modified 1 a failure (fumble). Any other agility roll, a modified 1 can be a success if your agility is 6+.
a natural 1 is always a failure, but a modified 1 is not.
Grumbledook wrote:funny how you say you ref the blood bowl cause you know the rules huh!
Never said that, just said I knew the rules better than some of the GW refs.
Consider myself told though - we've always played that modified 1s and 6's are fails and succeses respectivily.
Reason:''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
Unmodified 1s & 6s are fails & successes. Modified 1s when passing are fumbles, modified 6s don't have any special rules, but thinking about it I can't think of when one wouldn't be a success anyway.
Grumbledook wrote:funny how you say you ref the blood bowl cause you know the rules huh!
Never said that, just said I knew the rules better than some of the GW refs.
orly!
Darkson wrote:Ok, having had a few days to "rant", I'm going to go ahead and ref. Tbh, I ref it for the community (so at least they have one person that knows what the rules of BB are), not "for" GW.
Darkson wrote:@Pug - cheers mate. If we don't bump into each other on Friday night, just look for me Saturday. I'll be the ref that actually knows what's going on ruleswise.
Your oft given newbie advice to use the search function begs to differ!
I've a chip on my shoulder regarding that rule after being incorrectly ruled wrong about it. The rules have worked like that since 3rd ed came out and to my knowledge not changed once in the last 15 years.
I don't know why but I find myself somewhat confused all of a sudden
For fumble purposes, agility mean absolutely nothing then?
I want to make sure I have this correct. With no tackle zones and no weather conditions, a player throwing a short or quick pass will only fumble on a roll of 1. a Throw team mate roll will fumble on a 2 unless he has strong arm or accurate then he will only fumble on a 1 correct?
Grumbledook wrote:no it isn't AG6 needs a 1+ to dodge
dodge into a tacklezone and roll a 2, -1 for the tacklezone you dodge into 2-1 = 1 which is what you needed for AG6
AG6 still needs a 2, but an AG6 player dodging into a single tackle zone ought to have passed his roll with a 2. He gets +1 for the dodge itself, after all. You got gypped.
A roll of a 1 = a fail. Game basics, it works on 6s good 1s bad. Simple.
AG4 dodger/catch/intercept/bouncing
3+ required, throw die and add +1 to the result for dodging
3+ required, throw die and add +1 to the result for perfect pass
3+ required, throw die and -2 to the result for an interception
3+ required, throw die
AG5 dodger
2+ required, throw die and add +1 to the result for dodging
2+ required, throw die and add +1 to the result for perfect pass
2+ required, throw die and -2 to the result for an interception
2+ required, throw die
Remember game basics. Note the AG 5 player can dodge through a single tackle zone, pick up a ball in a tz etc with not much of a modifier. Scary bit is the 4+ roll to intercept.
AG6 dodger
1+ required, throw die and add +1 to the result for dodging
1+ required, throw die and add +1 to the result for perfect pass
1+ required, throw die and -2 to the result for an interception
1+ required, throw die
Like AG5 but can ignore up to 2 penalties. AG6 is not that good for throwing. AG 5 long bomber will get -2 as an AG 6, with no modifiers they will both fumble on a 3 or less as would anyone else. AG5 and 6 are exceptional and based on the roll of a d6 are limited success or failure, whereas less AGs have the inbetween ie the wobble ball.
Note, throwing skills offset the penalties.
Reason:''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)