So, I don't know if this will help anyone else, but this is how I quickly remember the differences in how the ball deviates, bounces, and scatters: Deviate - de VI (Roman numeral 6) ate (#8) for a d6 and d8 roll Bounce - sounds like "once," for 1 d8 roll Scatter - I remember it third, so 3 d8 rolls. Again, I don't know if this will help anyone else, but it works for me pretty well and I don't have to look it up each time.
In looking at the current rulebook, the wording for Frenzy says that the second block happens if the target is pushed back, not if the "Push" result is rolled. That seems to imply that Stand Firm would cancel the second block, since the target is not pushed back. Is there a link you can give to the ruling or interpretation? Or at least a similar instance in the current edition that applies here?
The description for Stand Firm says, “Using this skill does not prevent an opposition player with the Frenzy skill from performing a second Block action.”
Dear Ben, I really liked this video. Curiously, you stepped beyond "rules mistakes" and entered the field of "gaming etiquette" and "personal behaviour". I really liked your recommendations of stating what turn you are starting or ending, bringing a mini to represent an apothecary or the like and, last but not least, turning back all your models facing front. Can I suggest you to make a video, as I said, on "gaming etiquette"? I think it would be really helpful for the BB community. Some tips could be: 1) Be on time. 2) Be polite as a whole. Say hello and goodbye. Enjoy whether you play or lose. Don't cheat. This is just a game 3) Respect playing times (within reason). 4) At the end of your turn, turn all your models facing your adversary 5) Announce your actions properly and make sure that your rival knows who is blocking who or through where does your minature reach its destination. You are playing a 2 people game, not a solitaire. Talk! 6) Be honest and remind your adversary your players skills, even during play and (specially) if it is on your disadvantage. Not all players know all rosters by heart. Yes, remind him that snotlings are titchy and their tackle zones do not cause their rivals -1 to dodge!! 7) Identify your positionals properly. Make your adversary's life easy. Use positional color schemes: Yellow/Catcher, Red/Blitzer, Green/Blocker, White/Thrower...
Hey Eduardo! I love this suggestion so much! It's going to be our Top 5 Friday next week, so on Monday the post will go out to gather what people think! 😁😁 thank you so much for suggesting it!
@@BoneheadPodcast Glad to be of help!! I am looking forward to the video this friday!! Congratulations for your videoblog. It is really standing out within the BB community.
Great video! What happens when an inaccurate pass scatters and the last D8 makes the ball fall out of bounds? It technically did not hit the ground or bounce, so which square do you count as “square zero” for the throw-in? Thank you!!
Dodging - those that do not do it often, will f-it-up if they are not careful. The number of tackle zones your guy is dodging OUT of is irrelevant. You only need worry about the zones they are dodging INTO....and of course for jumping over a downed figure it is different...and if you have "Pogo" it is different yet again... Gotta love the GW rules-by-exception method of gaming!
How about a top 5 favorite tactics? (ie. Sniper blitzing, paratrooping, Hail Mary+diving catch, long distance crowd surfing, chain pushing (for touchdowns, for surfs, for cages...), the cage, etc. Etc.) This could give me some good new ideas for gameplay depending on what other people come up with.
Illegal Procedure used to be my favourite rule when I played around 2003, because my gaming group *really* lent into it. Your turn only started once you'd moved your turn counter - so all sorts of dubious shenanigans could be employed in that grey area between your opponents turn ending and yours starting - if you were willing to risk being caught. Essentially we created a whole sub-game of thematic cheating, as long as it felt within the spirit of the game! I once scored a Turn 16 TD by moving a player before moving the turn counter, then starting my turn, then moving him again. My opponent couldn't call Illegal Procedure because I made laugh too much doing it! I scored - giving me a 3-1 win. We shook hands, and he pointed out that I hadn't moved my score counter past 1! So we officially Drew 3-1!!
@@alexsabini7702 Thank you, I'll try to be more precise in the question. Stab says the injury roll following a successful stab armour roll cannot be modified in any way. Does Thick skull 'modify' the injury roll?
@@vandrik77 I think when they use the term modify they're talking about mighty blow +1. Thick Skull does not modify the injury roll by +1 or -1 so still stands imo. I believe the Stab rule is written this way to stop people giving Dark Elf Assassins mighty blow which would be well OP.
I recently had a question come up playing. Can You Grab people off the Pitch? Example being a situation when Tossing a guy off the pitch isn’t the only spot for them to go?
Probably the most common rules mistake I keep encountering is inducement money and adding your treasury cash to inducements. A lot of coaches seem to believe they can receive inducements and then add cash to get even more inducements. Interestingly, this has never been the case in the past 15 or so years (it has not in LRB5, CRP/LRB6 or in BB2020). Back in LRB5 days you would add cash *before* comparing team values, so if your TV was lower than your opponent's, you would simply increase your own TV with that cash and receive less inducements in turn, effectively just throwing the cash out of the window. In BB2020 it is simply not allowed for the team with lower TV to add cash (only for the higher TV team).
Is forgetting the name of Illegal Turn Procedure an Illegal Turn Procedure? 😅 Glad they dropped that rule though, just seemed like a trap for sour grognards to trap newbies in.
My opponent forgot to move his marker in a championship match against me. I told him not to worry about it and take his turn, but he insisted on following the rule and losing his turn, and he ended up losing. Brutal
For clearer use on reroll marking. I use coins. Stack them before the numbers Starr on dugout. Then put a coin on the turn I used a reroll. If you get leader. Use a different coin. If it's later in the game, get a bonus reroll from something like brilliant coaching and you are out of coins. take the used reroll coin from say turn 1 and put in your pile of rerolls. All n all. I count my rerolls up in turns used. Not down by total rerolls.
I still call out my opponents with Illegal Procedure. They hate it and there is no penalty, but it does make them move their bloody marker! It is so infuriating when both players lose track of the turns in BB so I like to make sure it doesn't happen. There were a few things about frenzy I wasn't clear on (Stand Firm doesn't stop a second block? Wow.) so thanks for clearing a lot of that up for me!
I am wondering about stabbing and bombing in bloodbowl with goblins. Can I have a bombadier , the black gobbo, and bomber dribblesnot, and throw three bombs each turn? And for stab does it not count as a foul? Also wondering how to beat morg.😂I printed him recently and noww regret it :)
Wait, you're saying that the scatter is from the square the player was previously in, and not the square the player "lands"? In this case, this also is true for jumping, rushing and even failed "throw team-mate"..? So if I throw a player halfway across the field, if he lands on his feet, he has the ball.. if he crash land (or even into the crowd), the ball falls from where the player was standing? I don't think I've ever seen anyone play the rule this way. Surely the player lose grip of the ball because he falls over (or try to catch himself), and not that there's an "Wile E. Coyote"-style situation where the ball "hangs in the air" before scattering.
I think you were right in the first place. A player is pushed back first and then knocked down (pg59) so they are pushed from the first square then actually knocked down in the square they are pushed to and that's when you use the scatter. Think of it as you're not punched from one square and land in another it's more you're pushed back then punched down, the whole "knocked down" thing happens in the second square.
@@TStyx This is how I've seen everyone play it. I was so confused by Jake's comment... but we'll see if anyone has any good reasoning for the other way ^^
We have fallen into a nasty habit of standing all downed players 1st, then they want to activate guys toward the end of the turn. Well he hasn’t acted just stood up so I didn’t roll out…that’s kinda the whole idea right. Jump Up for instance they jumped up but didn’t activate… I say you gotta move the guy standing then? I’m pretty sure that I’m 100% right here or else you’d just toss a stunty, jump up, get ball from pass or handoff, then run jump up guy in…that can’t be right, right ? If you jump up you have full movement but you gotta go when you jump up not when you want to, right ?
Turning players/models is the easiest way to see things have happened. I moved my dude here, now he's facing me. I can no longer move that dude. My troll went really stupid, he's facing the sideline.
Reason why "noone takes defensive" is, because it's defensive and is not hurtig the enemy xD Everybody crys, when your most expansive player dies, but Who skills armor up, or thick skull? These are nice, to have, but investing additional ssp and tv, to recieve it? Who ever did this? Is this behavior clever and smart? No! But people prefer activity and offence (At least most of the times)
IMO I'm not sure MA is worth the 18SPPs now PA isn't as for AV maybe to fix a Wardancer but that's about it. Also I really dont like the idea of taking a secondary or primary skill if you dont like the stat-up - just a waste of SPPs. On the subject, 80,000 cost for ST upgrade is a rubbish idea. Many teams like stunties it would be daft to take it depriving them of much needed flavour. I am very happy with BB 2020 overall tho
@@finngolphin8513 actually I like the passing stat up. I mean in paper u just need 1 thrower in your whole Team and the TV Investment of the passing stat up is pretty cheap. Jeah the ssp Investment has much value and is pretty high, but as long Term Investment it's worth it and it's more valueable, then a primaris skill. Via skill u just recieve a +1 modifier for 2 out of 4 distances, but the passing statup buffs all 4 of these distances and additional the throw/and kick teammate option. You got no other opportunity to Buff the Kick teammate ability, rather than the stat up. And for all of this the TV value is pretty low. So jeah, as long as u play a Short league, u expect the player to die, or anything like this, then the skillups are better. But if you can take a Player over multiple seasons, or need it for flexibility, then the stat up is a pretty nice choice.
Tin foil hat time here.... I think we'll see a team where the linemen all have defensive. Maybe that could be the new high elves. It seems such an odd skill to add
I think I know the correct rule but I wish random iron hard skin on a 8+ or less player would allow a reroll. I know why you can't but it's a dumb fringe reason.
I'm not 100% on this but I think you got foul appearance re; frenzy wrong. Iirc Foul appearance rules states ' when DECLARING' a block or blitz action you must roll for foul appearance. So you wouldn't need to roll it again for the second frenzy block as you wouldn't be 'declaring' the second block roll as it's compulsory. That's my take on it anyhow.
The rule was called “illegal procedure “ it cost you your turns team re-roll. I only used to ever enforce it in the 2nd half of my games. Reminding my opponent when they got it wrong in the first half. And the only people I played against that thought it was a bad rule also thought stalling was okay to do.
P.s. In some small irony, you got the Defensive skill wrong. Defensive only works during your turn to cancel Guard, but not during your opponents turn.
From the rule book "During your opponents turn, any opposition player marked by your player cannot use the guard skill" You cannot use defensive on your turn Ben is correct
Pretty sure they got it right: "During your opponent's team turn (but not during your own turn), any opposition players being marked by this player cannot use the guard skill" p75
Moving your touchdown marker instead of the turn marker is an effective way of winning
🤣🤣🤣
That would only a sneaky Git say!!
*Timestamps* :)
#5 - 00:49 - Frenzy.
#4 - 05:41 - Deviate, Scatter, Bounce.
#3 - 09:25 - Arguing Call, Bribes.
#2 - 12:27 - Blocking/Fouling Assists.
#1 - 15:33 - Moving "markers"
NB - Fantastic video for understanding the current rules, thanks Boneheads!
So, I don't know if this will help anyone else, but this is how I quickly remember the differences in how the ball deviates, bounces, and scatters:
Deviate - de VI (Roman numeral 6) ate (#8) for a d6 and d8 roll
Bounce - sounds like "once," for 1 d8 roll
Scatter - I remember it third, so 3 d8 rolls.
Again, I don't know if this will help anyone else, but it works for me pretty well and I don't have to look it up each time.
In looking at the current rulebook, the wording for Frenzy says that the second block happens if the target is pushed back, not if the "Push" result is rolled. That seems to imply that Stand Firm would cancel the second block, since the target is not pushed back. Is there a link you can give to the ruling or interpretation? Or at least a similar instance in the current edition that applies here?
The description for Stand Firm says, “Using this skill does not prevent an opposition player with the Frenzy skill from performing a second Block action.”
It is called "Illegal Procedure" when you did not move the marker at the beginning of the turn. It cost you a re-roll if called by the opponent.
Lost your turn off you didn't have a reroll... Brutal
If thats an actaul rule then they can fuck off xD
Dear Ben, I really liked this video. Curiously, you stepped beyond "rules mistakes" and entered the field of "gaming etiquette" and "personal behaviour". I really liked your recommendations of stating what turn you are starting or ending, bringing a mini to represent an apothecary or the like and, last but not least, turning back all your models facing front. Can I suggest you to make a video, as I said, on "gaming etiquette"? I think it would be really helpful for the BB community. Some tips could be: 1) Be on time. 2) Be polite as a whole. Say hello and goodbye. Enjoy whether you play or lose. Don't cheat. This is just a game 3) Respect playing times (within reason). 4) At the end of your turn, turn all your models facing your adversary 5) Announce your actions properly and make sure that your rival knows who is blocking who or through where does your minature reach its destination. You are playing a 2 people game, not a solitaire. Talk! 6) Be honest and remind your adversary your players skills, even during play and (specially) if it is on your disadvantage. Not all players know all rosters by heart. Yes, remind him that snotlings are titchy and their tackle zones do not cause their rivals -1 to dodge!! 7) Identify your positionals properly. Make your adversary's life easy. Use positional color schemes: Yellow/Catcher, Red/Blitzer, Green/Blocker, White/Thrower...
Hey Eduardo! I love this suggestion so much! It's going to be our Top 5 Friday next week, so on Monday the post will go out to gather what people think! 😁😁 thank you so much for suggesting it!
@@BoneheadPodcast Glad to be of help!! I am looking forward to the video this friday!! Congratulations for your videoblog. It is really standing out within the BB community.
Great video! What happens when an inaccurate pass scatters and the last D8 makes the ball fall out of bounds? It technically did not hit the ground or bounce, so which square do you count as “square zero” for the throw-in? Thank you!!
Dodging - those that do not do it often, will f-it-up if they are not careful. The number of tackle zones your guy is dodging OUT of is irrelevant. You only need worry about the zones they are dodging INTO....and of course for jumping over a downed figure it is different...and if you have "Pogo" it is different yet again... Gotta love the GW rules-by-exception method of gaming!
Fantastic as always, thank you for putting this together Ben 😎
How about a top 5 favorite tactics?
(ie. Sniper blitzing, paratrooping, Hail Mary+diving catch, long distance crowd surfing, chain pushing (for touchdowns, for surfs, for cages...), the cage, etc. Etc.)
This could give me some good new ideas for gameplay depending on what other people come up with.
Question about Frenzy - if on the first blcok you get a Pow, do you have to follow up?
Yes
Really helpful. Thank you!
You didnt mention how Fend affects frenzy, since that DOES cancel the second block
Scatter on weather change is only if it changes to fair weather I think?
If it remains fair.
Illegal Procedure used to be my favourite rule when I played around 2003, because my gaming group *really* lent into it. Your turn only started once you'd moved your turn counter - so all sorts of dubious shenanigans could be employed in that grey area between your opponents turn ending and yours starting - if you were willing to risk being caught.
Essentially we created a whole sub-game of thematic cheating, as long as it felt within the spirit of the game!
I once scored a Turn 16 TD by moving a player before moving the turn counter, then starting my turn, then moving him again. My opponent couldn't call Illegal Procedure because I made laugh too much doing it! I scored - giving me a 3-1 win. We shook hands, and he pointed out that I hadn't moved my score counter past 1! So we officially Drew 3-1!!
How do Stab and Thick skull interact with each other? Where do I find the latest official rules faqs?
Thanks!
Hi I don't believe there is an interaction. Stab is based on the armour roll. Thickskull is based on the injury roll
@@alexsabini7702 Thank you, I'll try to be more precise in the question. Stab says the injury roll following a successful stab armour roll cannot be modified in any way. Does Thick skull 'modify' the injury roll?
@@vandrik77 I think when they use the term modify they're talking about mighty blow +1. Thick Skull does not modify the injury roll by +1 or -1 so still stands imo. I believe the Stab rule is written this way to stop people giving Dark Elf Assassins mighty blow which would be well OP.
I recently had a question come up playing.
Can You Grab people off the Pitch?
Example being a situation when Tossing a guy off the pitch isn’t the only spot for them to go?
No. The player with Grab must choose an unoccupied square adjacent to the target. There are no squares off the pitch.
You can choose not to use grab if doing so will result in player getting pushed off the pitch
Probably the most common rules mistake I keep encountering is inducement money and adding your treasury cash to inducements. A lot of coaches seem to believe they can receive inducements and then add cash to get even more inducements. Interestingly, this has never been the case in the past 15 or so years (it has not in LRB5, CRP/LRB6 or in BB2020). Back in LRB5 days you would add cash *before* comparing team values, so if your TV was lower than your opponent's, you would simply increase your own TV with that cash and receive less inducements in turn, effectively just throwing the cash out of the window. In BB2020 it is simply not allowed for the team with lower TV to add cash (only for the higher TV team).
Is forgetting the name of Illegal Turn Procedure an Illegal Turn Procedure? 😅
Glad they dropped that rule though, just seemed like a trap for sour grognards to trap newbies in.
We never played it anyway. Horrible rule having to spend a re-roll or suffering a turnover.
My opponent forgot to move his marker in a championship match against me. I told him not to worry about it and take his turn, but he insisted on following the rule and losing his turn, and he ended up losing. Brutal
It was why I stopped playing Blood Bowl after my first (and only) 3rd edition game in the early 90s... But I'm back :)
Great video, one that i think was worth saying is brawler and re-rolling the block dice after a brawler roll is made.
For sending off, do you have to argue the call or can you just go straight to using the bribe?
Good question, I think because there's the negative chance of your coach getting the boot you have to do it before the bribe
You don’t have to argue the call, but you can’t attempt to use a bribe and then argue the call. The argue the call has to be first if it is used.
I talked about the - 1 to catch at my local league they called me crazy
Yup. It's an adjustment
For clearer use on reroll marking. I use coins.
Stack them before the numbers Starr on dugout. Then put a coin on the turn I used a reroll.
If you get leader. Use a different coin.
If it's later in the game, get a bonus reroll from something like brilliant coaching and you are out of coins.
take the used reroll coin from say turn 1 and put in your pile of rerolls.
All n all. I count my rerolls up in turns used. Not down by total rerolls.
I still call out my opponents with Illegal Procedure. They hate it and there is no penalty, but it does make them move their bloody marker! It is so infuriating when both players lose track of the turns in BB so I like to make sure it doesn't happen.
There were a few things about frenzy I wasn't clear on (Stand Firm doesn't stop a second block? Wow.) so thanks for clearing a lot of that up for me!
Hi Ben, I miss the Frenzy VS Fend situation in your section.
Huge fan of it, by the way, grats.
I am wondering about stabbing and bombing in bloodbowl with goblins. Can I have a bombadier , the black gobbo, and bomber dribblesnot, and throw three bombs each turn? And for stab does it not count as a foul?
Also wondering how to beat morg.😂I printed him recently and noww regret it :)
I had one recently where I thought for the longest time that the ball dropped from where the person knocked down fell to and not where they fell from.
Wait, you're saying that the scatter is from the square the player was previously in, and not the square the player "lands"? In this case, this also is true for jumping, rushing and even failed "throw team-mate"..?
So if I throw a player halfway across the field, if he lands on his feet, he has the ball.. if he crash land (or even into the crowd), the ball falls from where the player was standing?
I don't think I've ever seen anyone play the rule this way. Surely the player lose grip of the ball because he falls over (or try to catch himself), and not that there's an "Wile E. Coyote"-style situation where the ball "hangs in the air" before scattering.
I think you were right in the first place. A player is pushed back first and then knocked down (pg59) so they are pushed from the first square then actually knocked down in the square they are pushed to and that's when you use the scatter. Think of it as you're not punched from one square and land in another it's more you're pushed back then punched down, the whole "knocked down" thing happens in the second square.
@@TStyx This is how I've seen everyone play it. I was so confused by Jake's comment... but we'll see if anyone has any good reasoning for the other way ^^
The ball scatters from the square in which the player went down, not the square they used to be standing in.
Well the guy I was playing with was wrong then ha
I´m pretty new so very helpful - assists is a bit confusing still.. Becuase I´m an Orc (player) so.. Thinking hurts.. ;)
Well that definitely makes things much more clear
Great video!
No theory Thursday on Thursday 😭
But 5 theory Thursdays on Friday 😁😁😁😁😁
The one I always struggle with is an opponent trying to catch a bomb...
I always forget which square the ball drops when, a player holding it falls over, ball carrier fails a rush or ball carrier fails a dodge ☹️
We have fallen into a nasty habit of standing all downed players 1st, then they want to activate guys toward the end of the turn. Well he hasn’t acted just stood up so I didn’t roll out…that’s kinda the whole idea right.
Jump Up for instance they jumped up but didn’t activate… I say you gotta move the guy standing then?
I’m pretty sure that I’m 100% right here or else you’d just toss a stunty, jump up, get ball from pass or handoff, then run jump up guy in…that can’t be right, right ?
If you jump up you have full movement but you gotta go when you jump up not when you want to, right ?
Standing up is part of a movement activation.
Turning players/models is the easiest way to see things have happened. I moved my dude here, now he's facing me. I can no longer move that dude.
My troll went really stupid, he's facing the sideline.
so, i think the thing about both down w/ block stopping the frenzy is wrong, atleast going off of how its working on BB3
If we forget to move a turn marker, my friend and I say "friendly reminder"
Hey Ben, thanks for the video. I have shared it with the coaches in my local league
Reason why "noone takes defensive" is, because it's defensive and is not hurtig the enemy xD
Everybody crys, when your most expansive player dies, but Who skills armor up, or thick skull? These are nice, to have, but investing additional ssp and tv, to recieve it? Who ever did this? Is this behavior clever and smart? No! But people prefer activity and offence (At least most of the times)
IMO I'm not sure MA is worth the 18SPPs now PA isn't as for AV maybe to fix a Wardancer but that's about it. Also I really dont like the idea of taking a secondary or primary skill if you dont like the stat-up - just a waste of SPPs. On the subject, 80,000 cost for ST upgrade is a rubbish idea. Many teams like stunties it would be daft to take it depriving them of much needed flavour. I am very happy with BB 2020 overall tho
@@finngolphin8513 actually I like the passing stat up. I mean in paper u just need 1 thrower in your whole Team and the TV Investment of the passing stat up is pretty cheap.
Jeah the ssp Investment has much value and is pretty high, but as long Term Investment it's worth it and it's more valueable, then a primaris skill.
Via skill u just recieve a +1 modifier for 2 out of 4 distances, but the passing statup buffs all 4 of these distances and additional the throw/and kick teammate option.
You got no other opportunity to Buff the Kick teammate ability, rather than the stat up.
And for all of this the TV value is pretty low.
So jeah, as long as u play a Short league, u expect the player to die, or anything like this, then the skillups are better. But if you can take a Player over multiple seasons, or need it for flexibility, then the stat up is a pretty nice choice.
So someone tried to argue the call about Argue the Call?
Goddamn, I've wasted a lot of frenzy opportunities against my friend's imperial nobles
Yes, same. Watch out for Fend though. Fend ruins Frenzy
16:16 Ilegal procedure
Tin foil hat time here.... I think we'll see a team where the linemen all have defensive. Maybe that could be the new high elves. It seems such an odd skill to add
I think I know the correct rule but I wish random iron hard skin on a 8+ or less player would allow a reroll.
I know why you can't but it's a dumb fringe reason.
Ball will scatter at changing weather only is you roll Perfect Condition...
This just makes blood bowl seem complicated and inaccessible to me.
I'm not 100% on this but I think you got foul appearance re; frenzy wrong. Iirc Foul appearance rules states ' when DECLARING' a block or blitz action you must roll for foul appearance. So you wouldn't need to roll it again for the second frenzy block as you wouldn't be 'declaring' the second block roll as it's compulsory. That's my take on it anyhow.
Correct, it was in the FAQ that failed FA roll cancels the entire action before it happens and uses it; fail at the start and no blitz at all.
that sounds like an illegal turn procedure
The rule was called “illegal procedure “ it cost you your turns team re-roll. I only used to ever enforce it in the 2nd half of my games. Reminding my opponent when they got it wrong in the first half. And the only people I played against that thought it was a bad rule also thought stalling was okay to do.
Instead of turning our players is we use mini poker chips to mark the players we activated
P.s.
In some small irony, you got the Defensive skill wrong.
Defensive only works during your turn to cancel Guard, but not during your opponents turn.
From the rule book
"During your opponents turn, any opposition player marked by your player cannot use the guard skill"
You cannot use defensive on your turn
Ben is correct
Pretty sure they got it right: "During your opponent's team turn (but not during your own turn), any opposition players being marked by this player cannot use the guard skill" p75