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Smiling Tom

Leaked info on the new Blood Bowl?

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https://www.facebook.com/photo?fbid=10157093431862455&set=pcb.3421023971283439

 

Looks like the "new GW" version of the game has gone back to... 2nd edition? Mighty blow with levels? Pass and Agility split? Zombies not allowed to even try to pass the ball? And a new team of human players ("imperial") ?

 

Blitz! is a lot more limited and no longer possible to get players killed by a Throw a Rock event. The change to the injury table seems to make it less likely to get dead results and nigglings are less career ending...

6.jpg

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Oh it gets worst. Can't use any modifier when using claw to break armor (so MB can't be applied to it) AND a new mutation to make you immune to Claw. 

9.jpg

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"on the ball" is a skill that bakes both Pass Block and Kick off return into 1, and Pro now works on 3+ o_O

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26 minutes ago, Breschdleng said:

I like that bombs can explode now in the catchers hands and that trolls seem to have a 3+ loner roll now

 

 

Bombs also have mighty blow.

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Who will implement these changes into the OBBLM database.

 

Especially the additional passing attribute causes headaches. But a good decision.

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Awards

Soon BB3 will be announced (like they did accidentally already last year).

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If they have, I defo didn't copy the pictures from imgur already and post them on my discord...

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I like all the nerfs to the kick-off table. Far less game breaking. 

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I like the clear presentation of the stunty injury table. I've seen that stunty rule butchered too many times.

 

Casualty table changes increase attrition overall (decay for everybody!), but decrease actual player removal rates since niggles don't apply to the injury roll. Less impact in deciding games, more impact in deciding seasons.

Apos are less effective at rolling BH the second time, but I'm pretty sure less than 0% is still 0% :P
Makes every player more susceptible to missing games, and niggles will only increase that likelihood. Makes 0-1 players (either by roster limit or choice of skill build) less reliable over a season. Sucks most for the new underworld roster, sucks least for teams with 0-4+ for their key players. 

 

BH: 50% -> 37.5% (biiiig increase in players missing matches)

 

MNG: 16.7% -> 18.75% (small increase)

(overall drop of BH+MNG from 66.7% to 56.3%, aka 10% increase in attritional casualties)

 

NIGGLE: 4.2% -> 18.75% (more than quadrupled!!!)
(shows why they needed to change the niggle modifier from injury table to casualty table. Niggled players are more effective on the pitch, i.e. less likely to be removed, but will almost certainly miss games or worse when injured again)


STAT: 12.5% -> 12.5% (no change)

  • MA 4.2% -> 2.1% 
  • AV 4.2% -> 4.2%
  • AG 2.1% -> 2.1%
  • ST 2.1% -> 2.1%
  • PA 0.0% -> 2.1%

 

Dead: 16.7% -> 12.5% (about 25% fewer deaths)

All these percentages are for a non-niggled player. With nearly 20% of casualties resulting in niggles, there will be more than 4x the number of niggles, and each will increase the likelihood of death by 6.25%, so a player with even 1 niggle is more likely to die than under existing rules. 2 niggles -> 25% chance of death. It would have to be an amazing player to risk wasting your apothecary on that. 

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I like the (cosmetic aka non-gameplay) change to AG, also shown for PA and AV on the stat lines, makes it way more intuitive. Instead of agility going up and the required roll going down, they've made it all just numbers you have to beat. Gutter Runners, for example, are AG2+, so that would mean adjusting the modifiers: get rid of the +1 modifier for dodging/picking up the ball, apply -1 modifier for catching a bouncing ball, etc.

 

Same gameplay, much simpler implementation/explanation 

It means they've stuffed up that table in the Lasting Injury section, because AG and PA should be +1 when injured, while ST, MA and AV should be -1 as normal.

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Passing is getting a big shake up, even more than introducing the new stat.

 

GtZY51m.jpg

  • Simplified, more intuitive passing procedure.
  • Throw results can be accurate (successful roll or natural 6), inaccurate (unsuccessful roll), wildly inaccurate (unsuccessful roll that is 1 after modification) and fumble (natural 1) 
    • wildly inaccurate means the ball deviates from thrower's square. Don't know how deviates is different to scattering, which happens on inaccurate passes from target square.
    • TTM's landing rules refer to superb/successful/terrible/fumble
  • Interference can result in Deflections or Interceptions
  • -1 to all throw type modifiers, i.e. quick pass is +0, etc
  • Safe Throw is split into two skills and changed.
  • Accurate split into two skills based on range (strong arm still exists separately, according to fling roster)
  • Skaven roster shows the big difference in stats:
    • Throwers have AG3+/PA2+
    • Gutter runners have AG2+/PA4+

I like including the Range Chart within the rulebook. I like more gradation of accuracy roll outcomes. I like the idea of deflections. I like making designated throwers better at passing than higher agility teammates, and not just because of skills. I like the introduction of the Running Pass skill.

 

Unsure about splitting Safe Throw.  

 

Will be interesting to see the different elf team stat lines and starting skills.

 

If they were aiming to make the non-elf passing game more viable, rather than it being a very poor Plan B after running, it looks like they're making good changes.

 

EDIT: changed scatters to deviates

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And shout out to the VLL and prehensile tail rules for the apparent introduction of Jumping over prone/stunned players, which appears to be generally available as part of a move action. Leap skill still required for ignoring empty squares and standing players. 

 

 

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DP like MB, keep on stacking it up! Super fouling ahoy!

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14 hours ago, Breschdleng said:

trolls seem to have a 3+ loner roll now

 

Pro is also a 3+, which is a good change.

 

Loner appears quite variable, Bugman has 5+. 

 

 

Overall, it looks like there's additional complexity/nuance, but it seems more intuitive/makes more sense. Passing interference can result in a ball on the ground. Additional nuance that makes perfect sense. I'm generally in favour of that sort of game evolution.

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Ooooh. Player values going to the next digit.

 

Ghouls 75K

Mummies 125K

 

Throwers 85K

Gutter Runners 85K

 

utYwtxs.jpg

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5 minutes ago, Suido said:

Overall, it looks like there's additional complexity/nuance, but it seems more intuitive/makes more sense. Passing interference can result in a ball on the ground. Additional nuance that makes perfect sense. I'm generally in favour of that sort of game evolution.

 

This I agree with. And with some of the terminology changes (GFI appears to be Rush now), and changes in emphasis such as Pass Interference rather than just trying to intercept, pushing Throwers as specialist roles, the game feels that much closer to being like NFL, which will also expand its appeal I think.

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2 minutes ago, Suido said:

Ooooh. Player values going to the next digit.

 

Ghouls 75K

Mummies 125K

 

Throwers 85K

Gutter Runners 85K

 

utYwtxs.jpg

 

These kinds of changes will make the biggest immediate impact as all the standard starting roster debates are going to be shaken up.

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3 minutes ago, Gallows Bait said:

These kinds of changes will make the biggest immediate impact as all the standard starting roster debates are going to be shaken up.

 

First, we put all the MB/Claw debaters into a soundproof room. Then we debate starting rosters. :D

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8 minutes ago, Gallows Bait said:

This I agree with. And with some of the terminology changes (GFI appears to be Rush now), and changes in emphasis such as Pass Interference rather than just trying to intercept, pushing Throwers as specialist roles, the game feels that much closer to being like NFL, which will also expand its appeal I think.

 

Yeah. Not only in being like the NFL, but it appears to have less jargon and would be more entry-level player friendly. That can only be a good thing.

I'm gonna save so many seconds of my life that were previously wasted on the two extra syllables of GFI.

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Diving catch becomes all of a sudden a lot more appealing. But then, if they wanted to push the passing game, making it accurate only on 6+ (so a 5+ if you have the right passing bonus skill and in quick range, natural 6 for almost anything else). I really can't see how asking me to cause a turn over and spilling the ball to the floor ticks that box.

 

Unless, you no longer suffer a turn over for a ball hitting the floor after a pass action, allowing another of your players to pick it up and make a run for it. Which is something hinted on the last line of the passing page as it states it only causes a turn over a fumble result (natural 1).

1 hour ago, Suido said:

Passing is getting a big shake up, even more than introducing the new stat.

 

GtZY51m.jpg

  • Simplified, more intuitive passing procedure.
  • Throw results can be accurate (successful roll or natural 6), inaccurate (unsuccessful roll), wildly inaccurate (unsuccessful roll that is 1 after modification) and fumble (natural 1) 
    • wildly inaccurate means the ball scatters from thrower's square
    • TTM's landing rules refer to superb/successful/terrible/fumble
  • Interference can result in Deflections or Interceptions
  • -1 to all throw type modifiers, i.e. quick pass is +0, etc
  • Safe Throw is split into two skills and changed.
  • Accurate split into two skills based on range (strong arm still exists separately, according to fling roster)
  • Skaven roster shows the big difference in stats:
    • Throwers have AG3+/PA2+
    • Gutter runners have AG2+/PA4+

I like including the Range Chart within the rulebook. I like more gradation of accuracy roll outcomes. I like the idea of deflections. I like making designated throwers better at passing than higher agility teammates, and not just because of skills. I like the introduction of the Running Pass skill.

 

Unsure about splitting Safe Throw.  

 

Will be interesting to see the different elf team stat lines and starting skills.

 

If they were aiming to make the non-elf passing game more viable, rather than it being a very poor Plan B after running, it looks like they're making good changes.

 

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7 minutes ago, Smiling Tom said:

Diving catch becomes all of a sudden a lot more appealing. But then, if they wanted to push the passing game, making it accurate only on 6+ (so a 5+ if you have the right passing bonus skill and in quick range, natural 6 for almost anything else). I really can't see how asking me to cause a turn over and spilling the ball to the floor ticks that box.

 

Unless, you no longer suffer a turn over for a ball hitting the floor after a pass action, allowing another of your players to pick it up and make a run for it. Which is something hinted on the last line of the passing page as it states it only causes a turn over a fumble result (natural 1).

 

Yeah, that looks like a pretty big deal that improves the viability of the passing game. Give your thrower Safe Pass, and you can eliminate turnovers completely (unless by Interference). Makes so much more sense that a catcher upfield can react to/chase after an inaccurate throw before the opposition does. 

Also makes throwing the ball into empty space more viable if it doesn't end your turn, but fewer players can effectively do that.

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