The great BLOOD BOWL thread

Discussion in 'General Hobby/Tabletop Chat' started by - Q -, Nov 25, 2025.

  1. - Q -
    Slann

    - Q - Fourteenth Spawning

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  2. ChapterAquila92
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    ChapterAquila92 Well-Known Member

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    That's entirely dependent on the set value the venue you're going to is dictating, really, with nothing to say of any additional rules the venue might put in place (needing to apply to take specific star players on a first come first serve basis, for instance).

    On average, the draft budget for Matched Play is between 1,100,000 and 1,200,000, which might net you a star player but would otherwise cut into your ability to take team re-rolls or an apothecary if you tried to take more than that, especially since Snotlings are paying 70,000 per re-roll. Additionally, while a Tier 4 team is afforded 10 skill points to pay for free skill advances, star players eat into that budget as well as their draft cost, and some star players (referred to as mega-stars) are both more expensive to take and capped at one such star player per team.

    Eh... If I had the option to get skills and stat boosts for that low of an increase in team value without having to try to advance a player to get them, I'd personally take it, especially if it involves the ability to move and if it came at what would functionally be a 50% discount. Hell, even if you're going to discard the idea of using the Pogo trait outright, MA 6 puts Fun Hoppas ahead of Snotling Linemen as non-star players that can help you score touchdowns and win you games.

    I'm not going to deny the utility of the Bombardier trait, but this is ironically an instance where the team value argument comes into play. 30k for the addition of Bombardier, Secret Weapon and primary access to Passing skills is a lot to ask for when you're not getting any stat increases. Comparatively speaking, a Goblin Bomma practically gets the same benefits over a Goblin Lineman for a 5k difference in team value. The only fundamental differences are that the Bomma loses the Right Stuff trait and exchanges Agility for Passing (rather than simply adding Passing) when it comes to primary skills.

    Essentially, Snotlings are paying to be able to throw the players who can throw the bombs.

    Fair, though from personal experience I've always found that the issue with playing certain teams is entirely a skill-based one, not a model-based one. There's a reason why the teams are organized into the tiers that they are, from easiest (Tier 1) to hardest (Tier 4) to potentially win games with, and even then I've seen even freshly drafted Tier 4 teams give legacy Tier 1s a run for their money without taking a single star player as inducements. Hell, I play competitively with a halfling team this way just as much to try my skill as I do for the amusement of throwing them around the pitch.
     
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  3. - Q -
    Slann

    - Q - Fourteenth Spawning

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    2 trolls, 2 pump wagons, 2 stilty runnas, 2 fungus flingas, 2 fun hoppas and 4 snotling linemen gives you a total of 14 players at 630k. Add 3 team rerolls and you're sitting at 840k.

    That leaves you with 260k left in a 1.1 million roster and 360k remaining in a 1.2 million roster. Still plenty for some Star Player fun.

    That's very true and an admittedly an important consideration. How many skill points is a coach willing to give up?

    I hope that Ripper stays off that list! :eek:

    In matched play, does that make Ripper a better player than Morg, when we consider the hiring cost difference AND the cost of Morg being a Mega Star?

    It's true that the extra pip of movement is really nice. Especially for a relatively slow team.


    A good point. Not much the Snotling player can do about that. On the plus side we can field two bombers for 60k as compared to the goblins fielding (a stronger and better armored) one at 45. Not sure which option is better in that regard.
     
  4. - Q -
    Slann

    - Q - Fourteenth Spawning

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  5. ChapterAquila92
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    ChapterAquila92 Well-Known Member

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    To hammer the point home, taking two star players in matched play, with one of them being a mega-star, costs you 6 skill points in addition to their hiring fee (mega-stars cost 4 points while regular star players cost 2). For a Tier 4 team, that just leaves you with 4 points left to use for skill advancements (1 point per primary, and 2 points per secondary) with two further things to keep in mind:
    • Players can't be given more than one skill advancement this way, and
    • Star players are obviously ineligible to receive skill advancements.

    As for what else I'd add for matched play:
    • I'd honestly be hard-pressed to lack the 50k worth of an apothecary. He may only be useful on a once-per-game basis, but if someone's trying to gun down your big guys (as you're wanting to do with Ripper yourself), the biggest thing you can do to spite that kind of play is to force your opponent to re-roll the lasting injury table and potentially get your guy back in your reserves if the re-roll is a 1. Since chainsaw players typically have the Secret Weapon trait, that generally means that the chainsaw won't show up past that drive anyway short of their coach successfully arguing the call.
    • Three team re-rolls is very low for a team that typically needs them to make up for "unreliable" players. Considering that the odds of failure rapidly increase the more dice rolls you need to make in a row, just the success of throwing team-mates with one of your trolls to potentially score a 1-turn-touchdown has about a 19.3% chance of succeeding on a good day, and that's just over the course of four dice rolls (three by the troll, one by the thrown snotling). The odds of success increase to 29.6% just by re-rolling the Throw Team-Mate roll without the Strong Arm skill (which increases it further to 36.0%).
     

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