Editing
Blood Bowl
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Glossary of Blood Bowl Terms == * '''Bashy/Bashing Teams:''' All Blood Bowl teams can be described as existing on a specific place on a spectrum of combat focused to ball play focused. The term "Bash" is used to describe teams that are closer to the combat side and frequently when two of these teams are matched an important distinction is which is the better bashing team as the other will have to play around the fact that they are not hitting as hard or taking hits better than the other team. Bashing teams tend to be very intimidating for teams that are ball play focused like Elves as they have lower AV and ST which means they cannot deter Blocks and are more likely to suffer injury rolls from successful armour break rolls. * '''Blitz:''' While any standing player is allowed to throw a block at an enemy player standing in a square adjacent to him, you are allowed to declare a blitz action with one player a turn who can move before and after throwing a block at the cost of one point of movement. While blitzers are often the best players on a team to do this, the action is not restricted to them only, although it is often good practice to try and skill up a player with a number of blitz-focused blocking skills (block/wrestle, juggernaut, horns, etc.) to use as a dedicated blitzer, ball-sacker or killer due to only one player a turn being able to declare a blitz action. * '''Cage:''' A very standard formation play to protect a ball carrier, the cage is organized with the ball carrier in the centre and friendly, preferably beefy, player standing on each square diagonally adjacent to the ball carrier (forming an X with the ball carrier at the centre of it). No other players should be adjacent to the ball carrier to avoid chain-pushes opening cage and the cage should not end its turn with enemy players adjacent to the corners. This formation is popular because opponents must waste time taking out the corner players or try and blitz the ball carrier by moving through the tackle zones of two players and being forced to make a dodge roll. * '''Chain-Pushing:''' When during a block the attacking player chooses a result that pushes an opponent (Defender Pushed, Defender Stumbles, Defender Down) and there are no free spaces for them to be pushed into, the attacking player may choose to move them into an occupied square and then they may choose to move the occupant of that square into any available squares in the direction of the push. If there are no free squares, the chain-push continues until a player is moved into an unoccupied square. Chain-Pushes punish players who just blob around their ball carrier instead of spacing players and using proper caging formation, as with correct placement, the opponent attacking the blob can expose the ball carrier or get their own players adjacent to the ball carrier which is a very undesirable result. * '''CPOMB/CPOMBer:''' A combination of three skills (Claw, Pile On and Mighty Blow) that makes a player highly effective at injuring or killing enemy players and the particular province of Chaos teams. A controversial skill combination that a number of tabletop leagues house rule away; the 2016 version of the tabletop game having gone through a number of different rules changes in playtesting (some of which made it into the actual rulebook and had to be errata'd out), finally settling on making the Piling On skill both optional and requiring the expenditure of a precious Team Re-Roll to use. * '''Dub Skulls:''' The 1-in-36 chance a player has of being knocked the fuck over by an opponent of lower strength after throwing a block at them. So called because this requires rolling two "attacker down" results, represented by a skull on a single side of the block die. Get used to these, as they always happen at the most inopportune times and often as the first block you throw after running out of re-rolls. * '''Elf Bullshit:''' The propensity for the various elf teams (Wood Elves and Pro Elves in particular) to use their high agility, movement and mobility/passing skills to get themselves or the ball around even the best defence to score truly bullshit touchdowns. The main reason why coaches go out of their way to foul the fuck out of elves whenever they get the chance, in particular [[Powergamer#Munchkins|Wardancers]]. * '''Elf Screen:''' Setting up your players in two-man columns when defending against bashy teams with more agile teams like Elves. Limiting the opponents cage's movement and limiting the opponent's blocks to only one blitz per turn. The idea is to stall the opponent's offensive drive and force them into a high risk play to score. * '''Foul/Fouling:''' While it is against the rules of Blood Bowl to throw a block at a player who has already been knocked down, an underhanded coach may opt to declare a foul action once a turn by moving a player to the unfortunate prone opponent and then sticking the boot in, assisted by any friendly players around the enemy player and receiving a penalty by any enemy players who try to prevent this. As this player has a chance of being seen by the ref and sent off pitch for the rest of the game (in dice terms, this occurs when you roll a double on either the armour roll or injury roll) this is best done by a cheap linemen player (especially one who has been given fouling skills like Dirty Player or Sneaky Git) to try and take out a more expensive or dangerous enemy player, so is of particular use to goblin teams (who even get cheaper bribes to try and make the ref look the other way!). Doing this in the last turn of the game is generally referred to as "Spite Fouling" and may be looked down upon or considered bad manners as it does not award SPP so rarely serves any purpose but to potentially maim or kill the player for future games. * '''Going For It (GFI):''' Players can move up to 2 extra squares (1 if injured, 3 with the Sprint Skill) beyond their normal Movement value at the risk of tripping and falling down (D6 for each square, trip on 1), which causes the Turnover and can potentially injure the GFI'ing Player. Beware of Touchdown GFIs, for despite being mechanically no different than normal GFIs, Players attempting to score with GFIs have a bad habit of falling over and dying just as they reach the end. * '''Pixel Hugging/Pixel Hugger:''' Becoming overly attached to [[Your Dudes|your players]], often to the point of conceding or wasting apothecary rolls to try and keep even bad players alive. Generally a derogatory term thrown out by high-Armor CPOMB coaches who've never lost a player in their goddamned life. * '''Secret Weapon:''' Certain sneakier teams and star players bring illegal weapons onto the pitch, from bombs and chainsaws to a giant steamroller in the case of dwarves. While highly effective and capable of causing massive damage to the enemy team (or themselves!) the ref is only so lenient and will send these players off at the end of the drive (either the end of the half or when a touchdown is scored) unless the coach opted to bring a bribe to try and convince the ref to look the other way. * '''Star Player Points (SPP):''' The experience points gained by performing certain actions, leading players to level up and acquire new skills or increased stats. You receive 1SPP for a completed pass to a friendly player, 3 for scoring a touchdown, 2 for intercepting an enemy pass, 2 for causing an enemy to become badly hurt as the result of a block action and 5 for being nominated as that team's Most Valuable Player (determined randomly at the end of the game in older editions and in the videogame, but between three players of your choosing in the 2016 tabletop game). For reference, it takes 6SPP for a rookie player to get their first skill up. * '''Stunty:''' An Extraordinary Skill (that means you can't take when you level up but players can start with it) that makes players adept at dodging and avoidance but suffer with passing or throwing blocks, it also describes teams where all or the majority of players possess this trait and how it defines their playstyle where they can no longer make standard plays and instead need to play very specific strategies to win or at least draw (All Stunty teams are joke teams). * '''Surf:''' Short for "Crowd Surf". To knock an opposing player off the field and into the crowd, removing them for the drive and letting a heavily-armed and highly motivated group of football hooligans do your dirty work for you. This beating bypasses armour and causes an instant injury roll, too, making this strategy highly effective even against high-Armor teams like Dwarfs, Chaos, or Chaos Dwarfs. Using the skill Frenzy (where a player has to follow a successful block with a second block if able) a skilled coach with good positioning is even capable of forcing two players off the pitch with one move. * '''Team Value (TV):''' A numerical indication of how good or experienced a team is. A standard team where you spend all of your starting gold on players, re-rolls, fan factors, etc. is 1000TV. As your team grows and acquires skills or you add more re-rolls and coaching staff or acquire more fame your TV level will rise. When facing a team with higher TV than your own you are given an equivalent amount of free gold that you can use to make a one-time purchases of bonuses called "Inducements" such as hiring star players or mercenaries, getting some extra re-rolls or maybe even a wizardly fireball to cast on your opponents or some Bloodweiser babes to help coax your KO'd players back to health. Consequently, it is in your best interest to get the most bang for your buck from your TV so as not give away free Inducements to your opponents or miss out on some yourself; to this end it is worth trimming "TV bloat" such as an injured linemen who has acquired a few too many skills in order to keep your team efficient (although it's definitely possible to go too far with such min/maxing). Many teams have a certain TV sweet spot where they play at their best and this is generally why any discussion of what tiers different teams fall into often specifies what TV level this is talking about. * '''Vanity Pass:''' A pass not performed to gain ground, but to acquire the single Star Player Point awarded for completing a pass. Usually performed at the end of a half by a team in possession of the ball but with no chance of scoring a touchdown, since hey... what do you have to lose?
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information