From: spectre@wpi.WPI.EDU (Christopher Jachimowicz)
Newsgroups: rec.games.board
Subject: RE: Blood Bowl
Date: 6 Nov 92 17:26:47 GMT
Organization: Worcester Polytechnic Institute
NNTP-Posting-Host: wpi.wpi.edu


>I have two bloodboowl questions,

>1.  Can a kicker kick the ball to a member of his own team?  Kickers seem
>to have much better range than throwers.

The answer largely depends on whether your league allows kickers in the first 
place.  Since you asked the question, I'll assume the answer is 'yes'.  
Kickers cannot kick a ball to a team member per se, but they can designate a
square they are trying to kick the ball to (which roughly equates to a 'yes'
answer to your question).  If there is a player in the square in which the ball
lands, he automatically catches it.  This can be particularly effective if the
kicker is a Star Player with a Kick Skill and a Long Kick Skill.  One team in
our league has a kicker with Kick (4) and Long Kick (2), giving him a +4 to all
kicking accuracy rolls and a +2 squares to range (making his effective range
22 squares).  Needless to say, he is able to stand near his own endzone and 
boot a ball into the opposing endzone to a waiting recipient on a roll of 5+.

Our league also does not recognize the spells of Unseen Shield or Grabbit as
being effective against the kick, due in large part to the much higher arc
a kick has (when compared to a pass).  

The biggest drawback to the kick is that once the ball is kicked, the player's
turn is over.  This is regardless of whether or not the kick was caught.
Therefore, the 'stand back and boot it' strategy is only effective if you are 
able to break a teammate into the endzone to catch the kick.

>2.  Is it legal to have someone leave the field and substitute in a new 
>player?  I run into this every once in a while as I have players that
>are better offensively or defensivly.

It is legal to substitute players for players leaving the pitch, however, the
new player may not enter the pitch until the beginning of your next team turn.
At the beginning of your next team turn, the substitute player(s) in placed in
one of the four 'staging' squares of the pitch directly in front of the team
dugout.  He may then make his normal movement and action anytime during your
team turn.

Our league prohibits players from just running off the pitch.  It is assumed
that if you attempt to leave the pitch in any way other than through the four
dugout squares, the game fans bar your departure.  You either leave by the 
stairs or on a stretcher.

>Does anyone else have problems with movement on a square grid?  We just
>switched to a hex grid and some of our avoid problems went away.  It
>was rather annoying to see the guy zig-zag in and out of two players tackle
>zones with no chance of a tackle, and have this take no extra movement.

I guess I've grown rather accustomed to the 'overlapping tackle zones' approach
to the game.  What bothers me more is that normal sized players have no facing
so there is no advantage to hitting an opponent from a blind side (even with 
large monsters who have no rear tackle zones!).

>Roger
>books@fsunuc.physics.fsu.edu

spectre.


-- 
Christopher S. Jachimowicz             |  "If there is no room for the sky in
Assistant Dean for Student Activities  |   a man's soul, how can he understand
Worcester Polytechnic Institute        |   what a pigeon is?"
spectre@wpi.wpi.edu                    |                  -White Reveries-
Newsgroups: rec.games.board