KiloOhm
1741
I don’t understand why that interface is there - is there any reason not to choose the good result?
There may be some situation where the apothecary and the original roll both produce bad results, but results that are important in different ways depending on the player and coach. -1 MA is a really big deal on some characters, hasn’t mattered at all to one of my blockers where lowering his STR or something like that would have been a career ender. Having control over the choice is good given the range of results, but the UI aspect remains inexcusable.
Jarmo
1743
Well, you might want to kill an annoying player. Put the fear of Coach into the other underperforming louses.
I’ll typically pick Death over -1 ST. That way the poor sap at least gets into Valhalla.
Tony_M
1745
Speaking of Valhalla. This game really needs some kind of Hall of Fame/Memorial screen where the stats and results of your best dead players are displayed. It would make that bitter pill a little easier to swallow.
Tony
Jarmo
1746
Hear, hear! A graveyard of players is also just the thing to put new players into the proper Blood Bowl state of mind.
I find myself pausing for an arbitrary amount of time on the dice roll screen should I think I need a re-roll, simply because I recall an issue whereby the dice wouldn’t change if you clicked “Re-roll” too quickly. Is this still an issue, or was it ever? Am I still dreaming?
Jarmo
1748
If it ever was a real issue it was fixed pretty fast. The collective trauma mostly caused by not noticing your player has Loner lingers on probably in perpetuity. It’s the kind of urban legend everyone can get behind: simple, snappy, reinforces and feeds on one’s inherent perception bias. I know I’ve sometimes intentionally clicked as fast as I can with no repeating rerolls. I also sometimes pause…
It was definitely a problem at one problem back when the original game was released, one acknowledged by Cyanide when they fixed it. It was also easy to conflate this problem with failing a Loner roll, but that’s a separate issue.
Recently, right before the Qt3 Leagues started there was an… architectural flaw that allowed a hack to see coming dice rolls and plan your moves accordingly. That was fairly quickly fixed.
However, after they fixed it, I had a string of quickly taken (non-Loner) rerolls that repeated the original roll. Now that’s a pretty thin anecdote and perhaps I was unlucky, but I got the distinct impression that they fixed the most recent problem by reverting to the original flawed code. The generally crappy state of their code and architecture (yeah, that’s a professional opinion) contributes to my pessimism.
I have taken to always pausing before rerolling, just to be safe. It doesn’t hurt that it’s generally a good idea anyway to carefully consider one’s initial impulse to reroll any failure.
Tony_M
1750
I’ve discovered a surefire way to invoke the wrath of Nuffle. Say to yourself “OK I’m going to win as long as I don’t roll 1”. That sentence was of course followed by rolling 1 (going for it into the touchdown zone). My ghoul falls over, the ball goes over the sideline, rebounds twice from crowd throw-ins, and ends up landing at the feet of my opponent at the other end of the pitch.
That’s actually what Nuffle’s affection looks like. You don’t want to ever come across his wrath.
Ask Mark Weston if you want to know about Nuffle’s wrath. I don’t know what exactly happened but he was in the semifinals with a TV1040 team.
JM1
1753
No no, the foolproof way of invoking Nuffle’s wrath is to have a whole bunch of Privateer Press miniatures on your desk while playing.
Nuffle’s wrath sometimes takes the form of a cat.
Jarmo
1756
Kalle (and anybody else interested), watch this Inter-League Championship Final replay file to see how a one-turn touchdown with a MA 8 player is possible. It happens at the Dark Elf team’s 8th turn. It’s an amazing play to see.
Hmmmm, what leagues are these? So much attention paid to the initial setup of the players…
marxeil
1758
I’m going through the manual and rulebook and playing games but can’t figure out the principal behind the dice that’s rolled when tackling.
I usually get one dice with ‘defender down’, ‘both’ etc. Sometime more then one dice.
What am I selecting here exactly?
Jarmo
1759
You are selecting what happens as a result of the block (a rough tackle). Pick “defender down” to knock the opponent to the ground.
The stronger player gets two dice to choose from. Same STR = one die. Less STR = the OPPONENT gets to choose from your two dice. If one of the players is more than twice as strong, he gets three dice.
Ask if still unclear. It’s hard to tell what exactly you asked about above.
Each dice has:
Def Down
Def Stumbles
Push
Push
Both Down
Attacker Down
The amount of dice is a strength and assist comparison between the attacker and defender.
Attacker = ST of the attacking player + the number of teammates adjacent to the defender that either have guard or are not in any other defending player’s teammates tacklezones.
Defender = ST of the defending player + the number of teammates adjacent to the attacker that either have guard or are not in any other attacking player’s teammates tacklezones.
If Attacker > 2Defender, 3 dice roll, attacker chooses one result
If Attacker > Defender, 2 dice roll, attacker chooses one result
If Attacker = Defender, 1 dice rolls
If Attacker < Defender, 2 dice roll, defender chooses one result
If 2Attacker < Defender, 3 die roll, defender chooses one result.
They are referred to respectively as 3D,2D,1D,(1/2)D,(1/3)D
EDIT: Beaten but only because I put more effort in!