Have "hated" Zons and CD since 4th edition. Now they actually are fun and brings something unique to the game. Now GW just need to do something with the boring Dwarves.
Yeah - my idea would be remove block from the linemen. They’re OP as journeymen compared to all other teams, by bringing block and tackle. By removing block it would create fairer linemen and potential different dwarf builds of wrestle tackle. Also, historically / lore wise they are supposed to have some dirty players e.g. death roller; so again for variety it would be interesting to have a move 6 dirty player / sneaky git. :)
Breathe fire also doesn’t care about guard, assists, etc. It also doesn’t care about uphill dice. It’s an interesting skill. Good, but not great, I think.
It's situational but where it really should shine is when you are facing str 4 blodgers and/or a lot of guard around the ball carrier. Basically it feels like it's there as a hard counter Amazon blockers and the like from getting too crazy after a couple of seasons. And to counter teams that rely soley on Griff in tournaments :)
That transition you are using in the edit is killing you at the end of the sentence lol Aside from that, really great insight in to the functionality and stats behind this cool new skill!
@Ben, I think the breathe fire stats may be over-represented when using rerolls. If the intention is to get the opposition player down, you'll reroll half the time. So the chance of a turnover and flame smith down is 1/6*1/6+1/3*1/6=8%. If rerolling on a turnover only, it is indeed 1/36 = 3%
@@osueloliden6905 The only way to get 75% placed prone using a reroll is to reroll any non-placed prone roll. This means that the chance of the Flamesmith being knocked down increases and the chance of nothing happening decreases - Ben quoted 3% Chorf KD, 25% Nothing, 75% Placed prone or better which is 103%. It should be 8%, 17% & 75%. If you only reoll a 1, it's 3%, 39% & 58%.
I feel like the skill has been made as a soft replacement for the Block Tackle the team lost. This skill is probably the best answer you could have to take down blodgers without resorting to block/tackle, and I'd say it's even better than Block Tackle as it can take down up to a ST4 blodgers, no matter how outnumbered you are. GIving these guys Pro may be actually worth it, just for the increase in consistency you could get on that skill. If only you could get SPP by doing casualties with special actions too, and not just block actions tho...
Admittedly i haven't used the team yet as it's still under construction but isn't this useful attacking a cage because the opposition can't add support? So you're getting a one dice block in circumstances that would otherwise be very difficult?
Thanks for the run through of the Flamesmith! I have yet to play the game, but am busy painting up the Hobgoblin Linemen and Sneaky Stabbas. We will probably start with Sevens to learn the game and get more games in...will you be covering the new Chorfs in BB Sevens anytime soon? :-D Cheers - and keep up the good work!
Morning JBlenderP!! Thanks dude! Yes indeeeeed - we’ve got two games of 7s with Chorfs on MNBB next week, should be dropping the 7s Starting Rosters vid this weekend, and they’ll be playing in the next Sevens Super Series too!! 🤩
@@BoneheadPodcast Good times! Thank you! I am especially interested in whether it is possible to include a Bull Centaur in a Sevens roster, in a meaningful way!
I think one of the use cases is taking down a ST 4 Guard piece in a contact line. Since te Breathe Fire ability only looks at base strength is offers the option to break out a 'Guard lock' in order to get the advantage. This also works vs Defensive players, so you can turn your Guard back on. The massive downside is that you need to get the Flames smith in the right spot and he is only helped by MA5. AG 4+ means you are not likely to dodge Blitz with him.
Put a few games in with theese now but im relatively new to blood bowl, if found the combination of his movement 5 and flame breath very handy, from using his ability to set the chain of 2 dice blocks going from the scrum to having him take down mummy's that would otherwise be a 2 dice uphill very handy at dealing with dodge pieces. One thing I do like is he can be used without much need of supports so u can then put your supports elsewhere.. the movement 5 also allows him to keep up with the ball carrier a little easier when making cages overal I don't think its as bad as most people's initial reaction
It's unique but it's not good. you won't see it used often for a few reasons. First, it's on a st3 piece without block or stand firm. So, more often than not, it's eating your blitz. Given your other blitz options (chorf blockers, bull centaurs, or the minotaur), it's not worth the trade. 2. It doesn't generate spp. Also for those who claim it's useful against blodge this guy is ag4 and ma5. If he's able to get to a blodger your likely already winning.
Limited experience with it for now, but against the ball carriers you really want to deal with, it's hard to use in paractice as you can rarely reach them with ag 4+ and ma5 (gutters, wardancers, maybe some blodge elves, ghouls...) as they usually have ma 7 at least. However they can be also interesting in that on a 4+ you just place prone an opponent you wouldn't want to push for whatever reason. I found that it was better as a ma5 disturbing presence in the backlines or a guard caddie.
Maybe i have a mistaken thinking, but if the target has Str 5 or higher, you can´t roll a 5! If you roll a 6 its a natural 6. If you roll a 5, you have to apply -1 = the result is a 4. Therefore you only have a 16% chance to knock the opponent down and a round about 50% chance with no effect.
Regular results: 1 or less: self knockdown 2-3: nothing 4+: target prone Nat 6: target knockdown If the result on the d6 is a 5 and you reduce it by 1 from targeting a big guy you get 4 which is still a target prone
If you've got block you wouldnt need to be using flamesmith.... Thibk we jsut stumbled on why they dont have st4 or block 🤣. No one would use the new skill otherwise brawler strength 3 it is!
Have "hated" Zons and CD since 4th edition. Now they actually are fun and brings something unique to the game. Now GW just need to do something with the boring Dwarves.
Yeah - my idea would be remove block from the linemen. They’re OP as journeymen compared to all other teams, by bringing block and tackle.
By removing block it would create fairer linemen and potential different dwarf builds of wrestle tackle.
Also, historically / lore wise they are supposed to have some dirty players e.g. death roller; so again for variety it would be interesting to have a move 6 dirty player / sneaky git. :)
@@BennyBartez never understood why they just for start not just made linos and rerolls cost more.
I like the Skill and the Flamesmiths.
It's another option for interesting gameplay and I like that.
Breathe fire also doesn’t care about guard, assists, etc. It also doesn’t care about uphill dice. It’s an interesting skill. Good, but not great, I think.
It's situational but where it really should shine is when you are facing str 4 blodgers and/or a lot of guard around the ball carrier.
Basically it feels like it's there as a hard counter Amazon blockers and the like from getting too crazy after a couple of seasons. And to counter teams that rely soley on Griff in tournaments :)
That transition you are using in the edit is killing you at the end of the sentence lol Aside from that, really great insight in to the functionality and stats behind this cool new skill!
@Ben, I think the breathe fire stats may be over-represented when using rerolls. If the intention is to get the opposition player down, you'll reroll half the time. So the chance of a turnover and flame smith down is 1/6*1/6+1/3*1/6=8%. If rerolling on a turnover only, it is indeed 1/36 = 3%
You get the player prone on 4-5, he’s using the stats right, but if you want to knock down the other player, then you are indeed correct
@@osueloliden6905 The only way to get 75% placed prone using a reroll is to reroll any non-placed prone roll. This means that the chance of the Flamesmith being knocked down increases and the chance of nothing happening decreases - Ben quoted 3% Chorf KD, 25% Nothing, 75% Placed prone or better which is 103%. It should be 8%, 17% & 75%. If you only reoll a 1, it's 3%, 39% & 58%.
Like the effort in crunching the stats - thanks for that.
Maybe the Smith will add some psycho effect to positioning as the Assassin sometimes does.
Probably help a lot if you could use it when blitzing.
See the main use being to floor a guard or defensive piece in the scrum that could start to make other blocks 2d instead of 1d.
I feel like the skill has been made as a soft replacement for the Block Tackle the team lost.
This skill is probably the best answer you could have to take down blodgers without resorting to block/tackle, and I'd say it's even better than Block Tackle as it can take down up to a ST4 blodgers, no matter how outnumbered you are.
GIving these guys Pro may be actually worth it, just for the increase in consistency you could get on that skill.
If only you could get SPP by doing casualties with special actions too, and not just block actions tho...
Admittedly i haven't used the team yet as it's still under construction but isn't this useful attacking a cage because the opposition can't add support? So you're getting a one dice block in circumstances that would otherwise be very difficult?
Thanks for the run through of the Flamesmith! I have yet to play the game, but am busy painting up the Hobgoblin Linemen and Sneaky Stabbas. We will probably start with Sevens to learn the game and get more games in...will you be covering the new Chorfs in BB Sevens anytime soon? :-D Cheers - and keep up the good work!
Morning JBlenderP!! Thanks dude! Yes indeeeeed - we’ve got two games of 7s with Chorfs on MNBB next week, should be dropping the 7s Starting Rosters vid this weekend, and they’ll be playing in the next Sevens Super Series too!! 🤩
@@BoneheadPodcast Good times! Thank you! I am especially interested in whether it is possible to include a Bull Centaur in a Sevens roster, in a meaningful way!
It's an interesting ball sacking tool. It's usually not as good as strip ball but at least it ignores sure hands and monstrous mouth.
I think one of the use cases is taking down a ST 4 Guard piece in a contact line.
Since te Breathe Fire ability only looks at base strength is offers the option to break out a 'Guard lock' in order to get the advantage.
This also works vs Defensive players, so you can turn your Guard back on.
The massive downside is that you need to get the Flames smith in the right spot and he is only helped by MA5. AG 4+ means you are not likely to dodge Blitz with him.
Put a few games in with theese now but im relatively new to blood bowl, if found the combination of his movement 5 and flame breath very handy, from using his ability to set the chain of 2 dice blocks going from the scrum to having him take down mummy's that would otherwise be a 2 dice uphill very handy at dealing with dodge pieces. One thing I do like is he can be used without much need of supports so u can then put your supports elsewhere.. the movement 5 also allows him to keep up with the ball carrier a little easier when making cages overal I don't think its as bad as most people's initial reaction
It's unique but it's not good. you won't see it used often for a few reasons. First, it's on a st3 piece without block or stand firm. So, more often than not, it's eating your blitz. Given your other blitz options (chorf blockers, bull centaurs, or the minotaur), it's not worth the trade. 2. It doesn't generate spp.
Also for those who claim it's useful against blodge this guy is ag4 and ma5. If he's able to get to a blodger your likely already winning.
Why they can’t instantly get treemen injuried with a fire ability is beyond me
😂 My gnome playing mate would cry!
Never tried setting fire to wet wood have you…
'I die block' sounds familiar. We've all been there
Is it confirmed that you knock yourself down on a modified zero when rolling a natural one against a strength five or higher target?
Yes, it says 1 or less.
@@osueloliden6905 It does not, it simply says "On a 1". The rule is in the video at the 0:50 mark.
You still rolled a one so when you roll a one you fail.
It IS the best skill! And I'm a pterodactyl farmer!
I'd like three Rhamphorhynchus, a Dimorphodon, and a Quetzalcoatlus, please. Never hurts to ask, right?
@@DouglasIrby-k2u Why can't you hear a pterodactyl in the toilet? Because its pee is silent!
Pro is not horrible on flame smiths, both combined with brawler and fire breath.
Valid points
Limited experience with it for now, but against the ball carriers you really want to deal with, it's hard to use in paractice as you can rarely reach them with ag 4+ and ma5 (gutters, wardancers, maybe some blodge elves, ghouls...) as they usually have ma 7 at least.
However they can be also interesting in that on a 4+ you just place prone an opponent you wouldn't want to push for whatever reason.
I found that it was better as a ma5 disturbing presence in the backlines or a guard caddie.
Maybe i have a mistaken thinking, but if the target has Str 5 or higher, you can´t roll a 5! If you roll a 6 its a natural 6. If you roll a 5, you have to apply -1 = the result is a 4. Therefore you only have a 16% chance to knock the opponent down and a round about 50% chance with no effect.
Regular results:
1 or less: self knockdown
2-3: nothing
4+: target prone
Nat 6: target knockdown
If the result on the d6 is a 5 and you reduce it by 1 from targeting a big guy you get 4 which is still a target prone
The table shows the result of the actual dice roll, not the adjusted number. Hence TURNOVER! on a 1-2 rather than a 0-1.
If you've got block you wouldnt need to be using flamesmith.... Thibk we jsut stumbled on why they dont have st4 or block 🤣. No one would use the new skill otherwise brawler strength 3 it is!
It's a garbage skill on an overcooked positional. When am I 1 die blocking with a dwarf centric team....come on. He doesn't belong on the team.
Clickbait of the day.
Its atrocious