Don't Do It Just To Do It
The Basics of Fouling
There is only one type of fouling in Blood Bowl. That's kicking an opposing player while they are down. That's it!
There is only one foul allowed per turn. A player can move multiple spaces in order to perform the foul - just like a blitz! Yea! Your player will have to deal with tackle zones when moving toward the foul, just like in a regular move.
The main advantage to fouling is a higher chance to achieve an injury to an opposing player versus simply knocking a player down.
Why is there a higher chance for an injury?
If you have other teammates standing next to a player about to be fouled, you add 1 to the armor roll for each player standing next to the fouled player. This can come in handy when trying to dispose of a high-value/high-armored player - and other situations!
For example, an Orc with ten armor value, you would need to roll an eleven during a regular armor roll after a knockdown to proceed to the injury roll. The odds are against it!
BUT if you can have three additional players next to this Orc and go for a foul, only an eight or above needs to be rolled.
After a successful armor roll for either a knockdown or foul, the injury roll proceeds exactly the same. Once the injury roll is reached, the odds for a stunned result (2-7), knockout (8-9) or casualty (10-12) is no different!
A few more technicalities: Your player MUST NOT be in an opposing player's tackle zone or no plus 1 is added to the armor roll total!
And any opposing player next to the fouled player subtracts 1 from the armor roll - as long as that opposing player is not in one of your tackle zones! Because of this, it's best to foul isolated players!
A Great Reason To Foul
Besides trying to overwhelm high-armor players, an even better reason to foul is an attempt to take out threatening agility-type players. Wood Elves, for example, can be prone/laying on the ground, use Jump Up to hop up without a movement allowance penalty, catch a pass and run for a touchdown. Very discouraging!!
Because of this, fouling should be in your thought processes whenever threatening catchers have breached your side of the field.
The Dangers of Fouling
Fouling is not a "de facto" strategy to utilize for a bashing team. Here are a few things to keep in mind.
* If doubles are rolled when fouling, the foul will still take place - BUT this represents you have been caught fouling and a turnover occurs! This can be a game changer! Be sure to take care of all other business before attempting to foul!
* This is very important to remember: When a fouling player rolls doubles, he is not only ejected, he is ejected for the entire game! He cannot come back! (Of course, if you obtained bribes before the match, that can be used to cancel out the ejection!) Compare the up side to knocking out the opposing player for a single drive versus losing your player for the entire game. As an extension of this thought process, beware of fouling early in the match - especially if you don't have many backup players to replace him!
* Even if you are successful on the armor roll, you may still only stun the player. He will not be removed from the field!
* If the player is knocked out, he still has a 50-50 chance to come back on each preceding kickoff - just like any other player that is "knocked out" and the bell icon is shown. Also, if the other team has more than eleven players, this knocked-out player can be replaced after the next kickoff. So if you are going to foul, consider that the odds are this won't affect the number of opposing players on the field after the next kickoff!
* Foul with your least valuable player. For example, for Dwarves, you wouldn't want to foul with your only Runner that has the Sure Hands skill and has a bumped-up movement allowance! Example 2: If you have a choice, foul with your Level 1 blocker versus your Level 5 blocker!
* Don't foul with the expectation of receiving Star Player Points for a successful casualty. SPPs are NOT given for fouling!
Does Mighty Blow (the skill that adds one to the armor and/or injury roll) work while fouling?
Checking the log on a number of occasions, it appears Mighty Blow is not in effect during fouling.
I did not commit any fouls yet there is a yellow exclamation mark on my player. What happened?
The yellow exclamation mark is placed by any player caught fouling and ejected from the game. This also happens to all players that have special weapons at the end of the current drive. They are automatically ejected from the game before the next kickoff.
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There is only one type of fouling in Blood Bowl. That's kicking an opposing player while they are down. That's it!
There is only one foul allowed per turn. A player can move multiple spaces in order to perform the foul - just like a blitz! Yea! Your player will have to deal with tackle zones when moving toward the foul, just like in a regular move.
The main advantage to fouling is a higher chance to achieve an injury to an opposing player versus simply knocking a player down.
Why is there a higher chance for an injury?
If you have other teammates standing next to a player about to be fouled, you add 1 to the armor roll for each player standing next to the fouled player. This can come in handy when trying to dispose of a high-value/high-armored player - and other situations!
For example, an Orc with ten armor value, you would need to roll an eleven during a regular armor roll after a knockdown to proceed to the injury roll. The odds are against it!
BUT if you can have three additional players next to this Orc and go for a foul, only an eight or above needs to be rolled.
After a successful armor roll for either a knockdown or foul, the injury roll proceeds exactly the same. Once the injury roll is reached, the odds for a stunned result (2-7), knockout (8-9) or casualty (10-12) is no different!
A few more technicalities: Your player MUST NOT be in an opposing player's tackle zone or no plus 1 is added to the armor roll total!
And any opposing player next to the fouled player subtracts 1 from the armor roll - as long as that opposing player is not in one of your tackle zones! Because of this, it's best to foul isolated players!
A Great Reason To Foul
Besides trying to overwhelm high-armor players, an even better reason to foul is an attempt to take out threatening agility-type players. Wood Elves, for example, can be prone/laying on the ground, use Jump Up to hop up without a movement allowance penalty, catch a pass and run for a touchdown. Very discouraging!!
Because of this, fouling should be in your thought processes whenever threatening catchers have breached your side of the field.
The Dangers of Fouling
Fouling is not a "de facto" strategy to utilize for a bashing team. Here are a few things to keep in mind.
* If doubles are rolled when fouling, the foul will still take place - BUT this represents you have been caught fouling and a turnover occurs! This can be a game changer! Be sure to take care of all other business before attempting to foul!
* This is very important to remember: When a fouling player rolls doubles, he is not only ejected, he is ejected for the entire game! He cannot come back! (Of course, if you obtained bribes before the match, that can be used to cancel out the ejection!) Compare the up side to knocking out the opposing player for a single drive versus losing your player for the entire game. As an extension of this thought process, beware of fouling early in the match - especially if you don't have many backup players to replace him!
* Even if you are successful on the armor roll, you may still only stun the player. He will not be removed from the field!
* If the player is knocked out, he still has a 50-50 chance to come back on each preceding kickoff - just like any other player that is "knocked out" and the bell icon is shown. Also, if the other team has more than eleven players, this knocked-out player can be replaced after the next kickoff. So if you are going to foul, consider that the odds are this won't affect the number of opposing players on the field after the next kickoff!
* Foul with your least valuable player. For example, for Dwarves, you wouldn't want to foul with your only Runner that has the Sure Hands skill and has a bumped-up movement allowance! Example 2: If you have a choice, foul with your Level 1 blocker versus your Level 5 blocker!
* Don't foul with the expectation of receiving Star Player Points for a successful casualty. SPPs are NOT given for fouling!
Does Mighty Blow (the skill that adds one to the armor and/or injury roll) work while fouling?
Checking the log on a number of occasions, it appears Mighty Blow is not in effect during fouling.
I did not commit any fouls yet there is a yellow exclamation mark on my player. What happened?
The yellow exclamation mark is placed by any player caught fouling and ejected from the game. This also happens to all players that have special weapons at the end of the current drive. They are automatically ejected from the game before the next kickoff.
RETURN TO HOME PAGE - BLOOD BOWL TUTORIAL AND STRATEGY GUIDE
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