Blood Bowl: Chaos Edition

Blood Bowl: Chaos Edition

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hatani 8 Mar, 2022 @ 5:35am
6 best skills : Block / Tackle / Dodge / Mighty Blow / Guard
After many games with Skavens, Orcs and Chaos Dwarfs mainly, seems to me these 6 skills are the safest choices almost for anyone in your team :
Block / Tackle / Dodge / Mighty Blow / Guard / + something (Str or Ag or Mvt)

The only difference I notice will be the starting pick order (Block / Dodge for scorer, Block / Mighty blow for fighters and Block / Tackle for defenders) but in the mid / late game, it becomes just the same mix of above skills and rarely more than one skill difference (like Multiple hands for scorer, Frenzy for fighters and Prehensive tail for defenders)

Just to explain more specifically, these are the best results I noticed :

Scorer : Block / Dodge / +Mvt / + Ag / Multiple hands (or Sure hands + Catch) / Tackle
Extras when having above as starting skills : Sure feet / Sprint / Double head (or Fend) / Guard / Mighty blow

Fighter : Block / Mighty blow / Tackle / Dodge / Guard / + Str
Extras when having above as starting skills : Frenzy / Claw / Horns / Dauntless / Thick skull

Defender : Block / Tackle / Prehensive tail / Dodge / + Ag / Diving tackle
Extras when having above as starting skills : Pass / Guard / Mighty blow / Thick skull
PS : The central defender could have 1 Sure hands (or Multiple hands) first but it gets almost useless once you hit Ag 4+ with a TR available just in case ... which I find sufficient

Making a mix of all these choices providing me best results so far I end up with the 6 skills coming back almost all the time. Seems too "simplistic" conclusion but maybe these are indeed the 6 "best" skills providing the most positive impact overall ? Please correct me and why if I am wrong ;)
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Cuendillar 25 Jul, 2022 @ 9:00pm 
You should check out bbtactics.com
Coach has been running the numbers for well over a decade now
Limdood 25 Oct, 2022 @ 6:35am 
for "generalist" skills, you're mostly right. Tackle is kinda the exception there...you usually don't need much tackle on the team. The other skill you missed that has a strong effect is Sidestep/Stand Firm (they're roughly equal).

But in general, you're better off making more specific players than making them all have similar skills.

A safety, or a ballcarrier-hunter generally grabs Wrestle/Tackle/Strip Ball. They might also take +MA, maybe dauntless or leap (if their agility allows). Guard is generally a great skill on anyone, but this type of player will probably want to avoid it in favor of "hitting" skills....since ideally, THIS will be the player making the hit on the ballcarrier, guard won't do much. (wrestle cancels out block, meaning you free the ball even on a both down, tackle cancels the dodge....so even on a fully skilled enemy player, half the dice results end up with a loose ball. Strip ball means that non-sure-hands players have the ball knocked free on FIVE out of six results...meaning even 2d against blocks are good odds).

Line of Scrimmage players....the ones you put on the LOS when you're kicking, often want Wrestle/Dodge. then if they keep skilling up (its often more efficient to just leave them at wrestle/dodge...sometimes just fire them and get rookies if they keep levelling up), you COULD go with Fend or sidestep or stand firm. Guard isn't a bad pick on them, but its a lot better to get it on a block player. If you end up getting guard as a FIRST skill, then skip wrestle and give them block.

ST4 Line holders. Your Saurii, your Black Orcs, your Flesh Golems, your Chaos Warriors, etc. The big guys that the bashy teams pivot around. They want guard/block/stand firm/dodge/mighty blow. Take dodge when you can on these guys when doubles present themselves to make them harder to knock down. These guys are all about positioning. You want them to stand in a specific spot and apply tacklezones and guard benefits. If they get to make a block, then awesome...and they will because dodging away is risky, but blitzing is usually better done by blitzers and beastmen. To that end, the block/guard/stand firm is arguably the most important part, as it makes sure they stay on their feet and keep being a thorn in you opponent's side.

Blitzers. Blitzers can be built like the safety, they can be built like the ST4 line holders (though you'll probably want to prioritize mighty blow over stand firm, since they have less staying power), or you can build them into killers. If your blitzer has strength access baseline (like everyone but elves), then Block/Mighty Blow/Piling On/Tackle will allow you to systematically target key enemy players. If you can get claw, get claw. If you want to really rub it in, you can go with things like Frenzy, Juggernaut (great for murdering wrestlers and crowd surfing) or Jump Up on a doubles roll. For elves, you'll probably want to skip Piling on, and just grab Guard on a doubles roll, and maybe, MAYBE mighty blow on a second doubles roll. Elf blitzers will also generally want dodge and sidestep, and DIVING TACKLE makes a great addition for them (just make sure you turn on "ask" to use it, and only use it if you force a turnover or reroll, since the AI is dumb and will diving tackle even a dodge roll of a 6). A block/dodge/sidestep/diving tackle blitzer makes a SUPREMELY annoying person to stick next to an enemy ballcarrier.

Big Guys. Big guys often want guard FAST. They're already tough to knock down or move, so this makes their tacklezone better. Stand Firm is also a great skill for them, for the same reason as ST4 line holders. Doubles rolls will want Block and/or Pro (Loner can really hurt). Mutation capable Big Guys should ALWAYS grab Tentacles when given the chance. Just imagine a block/guard/stand firm/tentacles ST5 big guy moving up to a group of elves or linemen. He doesn't even have to attack or even activate again after that....just...stand there and hold several opposing players hostage.

Throwers. A dedicated thrower is really really niche and most teams won't use one...even most elf teams, but you CAN do it. The +accuracy passing skills that give positive passing modifiers are good...to a point. If you don't need to be making long passes, then several pass roll bonuses won't really do much. Safe throw is usually not worth it...you're better off avoiding ever giving a chance for an interception. Sure Hands, Block, and Dodge are great picks, because it lets your thrower safely carry the ball around as long as they need and even run it all the way if needed. Leader is also a worthwhile pick on a thrower who's skilling up out of control. It will let you drop a reroll, removing 50-70 team value and replacing it with 20-30 team value. Just be aware that until you use that reroll, that leader is a big target.

Catchers. Don't skill up dedicated catchers. Use them in other roles. Even ST2 catchers can be powerful ball hunters with dauntless. Block dodge catchers make extremely mobile, high movement tackle zones and bodies. Even better with guard (and sidestep)

I'd caution you not to make a "scorer" for the same reason I say not to use dedicated catchers....you don't want ALL your SPP going to one player. Sure, make a ball CARRIER, but make sure many people on the team can capably take a hit and grab a ball and run it in. The more "ideal ball carrier skills" you stick on one player, the less SPP anyone else gets since you'll almost never want to pass the ball off.
Planewalker 11 Feb, 2023 @ 1:51pm 
Originally posted by Cuendillar:
You should check out bbtactics.com
Coach has been running the numbers for well over a decade now
Mother of lodes..!

Can't believe i've not seen that before so thank you.
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