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Blood Bowl: Team Manager
The season is starting. What kind of team will you build?
Moderator: FFGAntonffgjoshGeckoThe Spaniard Topics: 156 | Posts: 791
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Guard - a useless useful skill. Comments and 2 questions.
Published on 12 October 2011 - 14:53:13
Page 2 of 2 (21 messages) « First page... 1 2
Reply #16 | Published on 24 October 2011 - 15:45:21

Flagrin said:

We just make the Guard ability work across highlights.

I can't say I like that house rule...

From player card abilities on Page 16 - Unless explicitly stated on the card, all abilities only interact with players at the same matchup. So allowing Guard across highlights is a major adjustment to the rules (and a major adjustment to the strategy of the game).

If you allow Guard to work across highlights then it works across 'pairings'?
example:
I'm Player A. Player B tackles one of my players and I apply it to a Guard at a different highlight... where Player C or D is an opponent?

My intent isn't to make Guard more powerful because it *does* affect the game as it currently stands. My intent is to make 'use on Guard activation' abilities meaningful.

Adama  - Even Chuck Norris needs a role model.

Reply #17 | Published on 29 October 2011 - 06:01:37

 When you collect "Star players" Take the ones with "low strenght" and a lot of abilities.

Then, in a matchup: GUARD them and change cards with your team improvement if you need.

Is a matter of "knowing" your team 

 

 
Reply #18 | Published on 04 January 2012 - 20:10:45

Flagrin said:

We just make the Guard ability work across highlights.

 

That... just doesn't make any sense at all.

 

I think the simple solution is to simply allow a player to use Guard even if they're the target of the tackle..

Reply #19 | Published on 05 January 2012 - 09:50:37

The Finn said:

Guard: When an opposing player successfully tackles one of your players, you may apply the dice result to this player instead. (This ability occurs after rolling the dice but before applying the result.)

It's a useful skill with how it affects gameplay.. but it's pretty rare that you actually *use* it.

Take the following situation - at a match up my opponent has:  A 3 star player with no pertinent skills and a 1 star with Guard.                                                                                                          If I play a 3 star with Tackle and hit the 3 star, I roll a single die and if I succeed, the result will just get applied to the guard so I'm better off directly hitting the 1 star Guard and rolling 2 dice.

The *only* time Guard directly 'activates' is when the situation is reversed and the Guard is stronger than the guarded. Then you hit the guarded to get 2 dice knowing the result may be applied to the guard (who if you hit directly you'd only roll 1 die against).

I like the Guard skill, it can win you matchups if used correctly. I tend to use Guard to protect the ball carrier. If I have a ball carrier in play and I'm worried they will drop the ball if tackled, I'll try my best to stick a player or two with guard skill in the same matchup. I think its important to do this in Tournament Spike Card matchups, to keep the ball to from being dropped if tackled, so that you have the edge in ties. The guard player either takes the damage himself using his skill or it just forces the opposing player to use his tackle skill on the Guard player instead of ball carrier. For me Guard is just tackle fodder!!

Without Signature
Reply #20 | Published on 15 January 2012 - 21:31:20

EDIT:   Never mind!

The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.  -Terry Pratchett

Reply #21 | Published on 22 January 2012 - 14:52:58

Most of the time guard is on a cheap throwdown card you want to lose, but in a few cases where the card actually gains better stats or abilities it makes sense to use as soon as possible, rather than just a defense for MVP players and ball carriers.

Honestly I feel that guard is has more potential later on, like with an undead team being tackled with an effect that causes the blocking player to be injured or at least pulled down with the guarding.

Without Signature

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