If you break a player's armor, that player has to make an injury roll on 2d6. but then what's the chance of killing the guy you're fouling? It turns out: not very many! (Some rounding ahead.)Īn armor break is more likely than not at 6, which is just one or two assists respectively on the common AVs 7 and 8. So how many assists does it take to make an armor break likely? You can't always spare that many players, since a player assisting a foul is a player who's not really contributing to the rest of the game. Now that's neat, but it takes a lot of dudes to guarantee an armor break on even the relatively crummy AV of 7. Since the lowest you can roll on 2d6 is a 2, a guaranteed armor break on a foul requires (enemy AV - 1) assists. There's one way that the foul roll is different than other injury rolls, though: your teammates can provide assists! Foul assists work just like blocking assists, which is to say that each of your teammates projecting a tackle zone onto the fouled enemy and not in any other enemy's tackle zones will provide a +1 bonus to the foul roll. Like all armor rolls, you roll 2d6 and if the result is higher than the player's armor then he has to make an injury roll. Once per turn, you can foul an opposing player, making an armor roll against him. This section is for Sunties only.Great question, Aaröngandr! It turns out that the answer to that question is the same as the answer to all questions: LET'S LOOK AT THE MATH! Apothecaries and Regeneration have also been omitted. Note: For ease of reference, the tables do not include the Thick Skull and Chainsaw skills. In my opinion, each coach should only linger on these two columns since the rest is of little use. The columns detailing injuries have been added only for completion and entertainment purposes. The “ KO +” column details the odds of at least getting rid of the player until the drive’s end. In the tables below, the “ Stunned +” column details the odds of at least stunning a player for one game turn. As always, even though injuries are nice bonuses, they are too random to be planned. This is why the charts below focus mainly on the odds of stunning or depitching a player. The second utility is in an attrition strategy aiming to forge a numerical or qualitative advantage (it is typical of teams hiring inexpensive players). The first is to eliminate a player for a game turn (often to breathe a little or because the square used by the laid down player benefits us momentarily). If we generalize excessively, fouling has two uses. This extreme simplification helps coaches to better integrate the risk versus reward ratio by allowing an easier visualisation of the statistical trends. Just like the armor rolls statistics, those relative to fouls were stripped down to the strict minimum. And we do not even talk about the Turnover caused by a too obvious foul! Nevertheless, since there are a lot of game situations where it is relevant to foul, each coach should be familiar with the success and eviction probabilities in order to improve his decision-making. Worse still, the offending player can be sent to the stinky dungeon of eternal glory even if he has not cracked the victim’s armor. Of course, the odds to see your aggressor expelled by the referee make it a gamble. The refereeĮven if fouling is a very useful gesture, at Blood Bowl, once in a while, it is against the rules. Of course, when fouling, the player is already down and the armor roll is inevitable. It might be highly probable, but it is never fully assured. Rolling an armor after a successful block is certainly fine, but this dice roll results from an action undertaken with another goal in mind and is conditional to the player being laid down. At Blood Bowl, fouling is the only action where a coach will attempt an armor roll for the sole and assumed purpose of stunning or depitching a player.
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