History TabletopGame / BloodBowl

20th Apr '16 6:03:38 PM Theriocephalus
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* TacticalRockPaperScissors: Most teams have certain set-ups that they have trouble against, but none so bad as Amazons vs Dwarves or Chaos Dwarves. Amazons have the advantage of all starting with Dodge (making them harder to hit) to compensate for not being especially tough; Dwarves have the advantage of all their basic players starting with Tackle (which negates Dodge) and are ''much'' more durable in melee, compounded by the amazons being a mainly bashing/running team (see GlassCannon). It's so bad the best advice you can give to an Amazon player facing Dwarves is [[CurbStompBattle "try to bring at least a few players home alive."]][[note]]It IS possible to beat Dwarves with Amazons, but by Nuffle you're going to have to work for it- and be VERY lucky.[[/note]]

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* TacticalRockPaperScissors: Most teams have certain set-ups that they have trouble against, but none so bad as Amazons vs Dwarves or Chaos Dwarves. Amazons have the advantage of all starting with Dodge (making them harder to hit) to compensate for not being especially tough; Dwarves have the advantage of all their basic players starting with Tackle (which negates Dodge) and are ''much'' more durable in melee, compounded by the amazons Amazons being a mainly bashing/running team (see GlassCannon). It's so bad the best advice you can give to an Amazon player facing Dwarves is [[CurbStompBattle "try to bring at least a few players home alive."]][[note]]It IS possible to beat Dwarves with Amazons, but by Nuffle you're going to have to work for it- it -- and be VERY lucky.[[/note]]
20th Apr '16 5:45:54 PM Theriocephalus
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** Essentially the entire point of the Goblin team. In every actual aspect of the game, they are incompetent. However, they have the most secret weapons that have no use beyond wreaking as much havoc as possible before the referee throws them out. In addition, the Goblin team pays less to bribe the referee then any other team, allowing them to cheat without consequence more often.

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** Essentially the entire point of the Goblin team. In every actual aspect of the game, they are incompetent. However, they have the most secret weapons that have no use beyond wreaking as much havoc as possible before the referee throws them out. In addition, the Goblin team pays less to bribe the referee then than any other team, allowing them to cheat without consequence more often.



* DumbMuscle: All Big Guys in the game have negative traits that backfire on them. The most common one is "bone-headed", which makes the character stand around dumbfounded and lose all his actions and tackle zones for a round. "Really stupid" is "bone-headed" on steroids and has an even greater chance of activating unless you've got a non-stupid player to poke the Big Guy in the leg. "Wild Animal" makes the character stand still and bellow challenges at the enemy for a turn, and activates a lot unless the player [[BloodKnight is being ordered to punch somebody]]. Finally, treemen are liable to take root and stand still for the remainder of the drive, and deathrollers will be sent off by the ref as soon as he's done quaking in fear of it.(Though that last one can be by-passed with a bribe, unless of course, you rolled a one while doing it) All these characters also have the Loner trait, which makes them too dumb to use re-rolls properly (ogre teams are the exception; their ogres are still bone-headed but not loners).

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* DumbMuscle: All Big Guys in the game have negative traits that backfire on them. The most common one is "bone-headed", which makes the character stand around dumbfounded and lose all his actions and tackle zones for a round. "Really stupid" is "bone-headed" on steroids and has an even greater chance of activating unless you've got a non-stupid player to poke the Big Guy in the leg. "Wild Animal" makes the character stand still and bellow challenges at the enemy for a turn, and activates a lot unless the player [[BloodKnight is being ordered to punch somebody]]. Finally, treemen Treemen are liable to take root and stand still for the remainder of the drive, and deathrollers Deathrollers will be sent off by the ref as soon as he's done quaking in fear of it.(Though them (though that last one can be by-passed with a bribe, unless unless, of course, you rolled a one while doing it) it). All these characters also have the Loner trait, which makes them too dumb to use re-rolls properly (ogre (Ogre teams are the exception; their ogres Ogres are still bone-headed but not loners).



* EmptyLevels: Amazon (and to a lesser degree Norse) teams are very good at the beginning, since all their players start with one of the two best skills dodge or block. This makes them very good in short tournaments, but long tournaments (where players can gain 3-4 skill levels) see them at a disadvantage due to a poorer-than-average armour value.

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* EmptyLevels: Amazon (and to a lesser degree Norse) teams are very good at the beginning, since all their players start with one of the two best skills skills, dodge or block. This makes them very good in short tournaments, but long tournaments (where players can gain 3-4 skill levels) see them at a disadvantage due to a poorer-than-average armour value.



** And Ogre Teams. And Dwarf Teams (and yes, the cheerleaders have beards too). And Chaos-Mutants-Dedicated-To-The-God-Of-Disease-And-Putrification Teams....

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** And Ogre Teams. And Dwarf Teams (and yes, the cheerleaders have beards too). And Chaos-Mutants-Dedicated-To-The-God-Of-Disease-And-Putrification Teams....Teams...



** At least partially averted in the video game, where Orc "cheerleaders" are actually drummers (this no doubt came after the Orcs were {{Retconned}} into a OneGenderRace), the Skaven have Plague Monks, the Dwarves have a dwarf who waves around some mugs of beer while standing on a podium, and the Lizardmen have Skink priests waving football rattles instead.

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** At least partially averted in the video game, where Orc "cheerleaders" are actually drummers (this no doubt came after the Orcs were {{Retconned}} into a OneGenderRace), the Skaven have Plague Monks, the Dwarves have a dwarf Dwarf who waves around some mugs of beer while standing on a podium, and the Lizardmen have Skink priests waving football rattles instead.
20th Apr '16 5:33:16 PM Theriocephalus
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* TheBigGuy: Most teams have access to a player designated as The Big Guy: A model with natural strength of 5 or more, which you can take in extremely limited numbers (normally 1; goblin and halflings can take 2 and Chaos Pact has 3 different ones). They tend to have good armour, the Mighty Blow trait (or alternately Claw in some Big Guys), lousy agility, subpar movement, the Loner trait and some other drawback (Bonehead, Really Stupid or Wild Animal), and lack of access to General Skills: Big Guys can knock your opponents' linemen senseless and little else. However, if a big guy somehow gets hold of the ball... it will be quite difficult for the opposition to strip it away... The Ogre team is halfway made up of these players.

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* TheBigGuy: Most teams have access to a player designated as The the Big Guy: A Guy, a model with natural strength of 5 or more, which you can take in extremely limited numbers (normally 1; goblin and halflings can take 2 and Chaos Pact has 3 different ones). They tend to have good armour, the Mighty Blow trait (or alternately Claw in some Big Guys), lousy agility, subpar movement, the Loner trait and some other drawback (Bonehead, Really Stupid or Wild Animal), and lack of access to General Skills: Big Guys can knock your opponents' linemen senseless and little else. However, if a big guy Big Guy somehow gets hold of the ball... ball it will be be... quite difficult for the opposition to strip it away... away. The Ogre team is halfway half made up of these players.
8th Apr '16 8:35:49 AM WillBGood
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** At least partially averted in the video game, where Orc "cheerleaders" are actually drummers (this no doubt came after the Orcs were {{Retconned}} into a OneGenderRace, the Skaven have Plague Monks, the Dwarves have a dwarf who waves around some mugs of beer while standing on a podium, and the Lizardmen have Skink priests waving football rattles instead.

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** At least partially averted in the video game, where Orc "cheerleaders" are actually drummers (this no doubt came after the Orcs were {{Retconned}} into a OneGenderRace, OneGenderRace), the Skaven have Plague Monks, the Dwarves have a dwarf who waves around some mugs of beer while standing on a podium, and the Lizardmen have Skink priests waving football rattles instead.
8th Apr '16 8:35:37 AM WillBGood
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** At least partially averted in the video game, where Orc "cheerleaders" are actually drummers, the Skaven have Plague Monks, the Dwarves have a dwarf who waves around some mugs of beer while standing on a podium, and the Lizardmen have Skink priests waving football rattles instead.

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** At least partially averted in the video game, where Orc "cheerleaders" are actually drummers, drummers (this no doubt came after the Orcs were {{Retconned}} into a OneGenderRace, the Skaven have Plague Monks, the Dwarves have a dwarf who waves around some mugs of beer while standing on a podium, and the Lizardmen have Skink priests waving football rattles instead.
26th Mar '16 11:09:29 AM Willbyr
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/WF_Blood_Bowl_4838.jpg]]

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20th Jan '16 8:26:31 AM Hagot
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* FlavorText: the fluff is funny and quite extensive

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* FlavorText: the The fluff in the manual is funny and quite extensiveextensive.
11th Jan '16 7:21:12 PM kikiandlala
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* UselessUsefulSpell: The Stabbing skill sounds useful, it is gives your player an attack that automatically makes unmodified roll against the enemies' armour. This means the enemy can't fight back against it, like a regular block attempt would. However, being unmodified means that no positive or negative bonus is applied to the roll. So Dirty Blow and Niggling Injuries don't apply and high AV opponents can easily shrug off a stab attempt. Even worse, because Stabbing isn't a block attempt, if the roll fails to damage an enemy then there's no possibility of a knockdown. This makes Stabbing only effective against weak opponents like goblins or halflings, and against those you can take them out effectively with a regular block.

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* UselessUsefulSpell: The Stabbing skill sounds useful, it is gives your player an attack that automatically makes an unmodified roll against the enemies' armour. This means the enemy can't fight back against it, like a regular block attempt would. However, being unmodified means that no positive or negative bonus is applied to the roll. So Dirty Blow and Niggling Injuries don't apply and high AV opponents can easily shrug off a stab attempt. Even worse, because Stabbing isn't a block attempt, if the roll fails to damage an enemy then there's no possibility of a knockdown. This makes Stabbing only effective against weak opponents like goblins or halflings, and against those you can take simply hammer them out effectively with a regular block.
11th Jan '16 6:45:12 PM kikiandlala
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** Almost all the players on the Khorne teams start with Frenzy. This ability allows you to block again if you got a "enemy pushed" result. While it does increase players chances to get defender down results, it also increases chances of getting attacker down results, causing turnovers. Frenzy also forces the player to follow anyone they punch, possibly putting them out of position. Additionally having the Frenzy skill means a player cannot take the Wrestling ability (they are mutually exclusive).

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** Almost all the players on the Khorne teams start with Frenzy. This ability allows you to block again if you got a "enemy pushed" result. While it does increase players chances to get defender down results, it also increases chances of getting attacker down results, causing turnovers. Frenzy also forces the player to follow anyone they punch, possibly putting them out of position. Additionally having the Frenzy skill means a player cannot take the Wrestling Grab ability (they are mutually exclusive).
11th Jan '16 6:43:38 PM kikiandlala
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** Almost all the players on the Khorne teams start with Frenzy. This ability allows you to block again if you got a "enemy pushed" result. While it does increase players chances to get defender down results, it also increases chances of getting attacker down results, causing turnovers. Frenzy also forces the player to follow anyone they punch, possibly putting them out of position.

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** Almost all the players on the Khorne teams start with Frenzy. This ability allows you to block again if you got a "enemy pushed" result. While it does increase players chances to get defender down results, it also increases chances of getting attacker down results, causing turnovers. Frenzy also forces the player to follow anyone they punch, possibly putting them out of position. Additionally having the Frenzy skill means a player cannot take the Wrestling ability (they are mutually exclusive).
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