11-25-2014, 07:41 AM
Hi. I feel motivated to talk about Rerolls and their role in the game. Let's do that thing.
To start off, I've noticed that a couple of teams in the SS13 league were created without Rerolls or with few of them. That's understandable because there's not really a prompt on the Team Roster page that tells you what they are exactly, why they're so important, and how they can be used to swing a game in your favor. A Reroll is an expendable but replenishing resource during a game that lets you redo the result of a dice roll. In most circumstances, you'll probably want to use your Rerolls in order to stop your turn from ending prematurely and giving your opponent a bunch of free actions. But hold on. You need to understand a bit about how the game works and how to use your Rerolls to gain a strategic advantage.
If you're a new Coach and you've played a few games already with low to no Rerolls(0-2), you've probably already experienced frustration with turns ending early. If you're playing a two Reroll team, this is likely to happen early in the latter four turns of a half: on a Dodge roll, a one-die Blitz that rolls a Skull or Both Down, or a two-die Blitz that rolls a combination of Skull and Both down. You may think of this as unavoidable. After all, you only had so many Rerolls, and several turns early on would have ended if you hadn't used your Rerolls on them. This can be true, but often enough new Coaches are taking those actions before doing other critical things during a turn. To understand when using a Reroll is truly important, you must first understand the things that are important to do early in your turn.
Let's have a list with some explanation:
1. Stand your guys up. A player in full color with a single slash through their sprite is laying down. These pieces do not exert Tackle Zones(squares that opposing Players must make rolls to run through), meaning the opposing Coach can run his Players through where they're standing, either to move the ball downfield or to Mark or Blitz your Ball Carrier. Standing dudes up is a free action and cannot fail. There are very few circumstances where you don't want to do this immediately.
2. Go Mark fast Players. A fast Player is a player with Movement 7-9, or a player with Movement 6 if most of your team has Movement 5 or below(think Undead). Most Players with this much Movement will have Strength 3 or below, meaning they will at best be able to throw a 1-die Block against your Player on their turn, and at worst have to make a Dodge roll because your Strength is higher. Either way, you're forcing them to roll dice to free Players up. You don't always want to Mark a Player, but if you're a new Coach who doesn't understand advanced positioning, man-to-man coverage is a safe bet to save yourself from frustration.
3. Start to plan your turn. I know this seems weird to put last, but those previous two things are really their own forethought. When you're new, this is the point in your turn when you want to start thinking about playing the ball or how you can injure as many opposing Players as possible to help with the drive later on. Look around the board. Start and cancel a few Block actions. How many of them were 2-die Blocks? How many of them could be 2-die Blocks with a single assist? Can I Blitz a hole through my opponent's Screens(Players placed three squares apart to maximize Tackle Zones) or Cage(a formation placed at the corners of the Ball Carrier to protect him)? Is it worth it to make Dodge rolls before I Block to gain a better board position? What about after a few Blocks? Run through all of these questions and figure out how to take as many actions as possible that are in your favor.
When you've done all of these things, you can start to take your risky actions during a turn. Throw Blocks, make Dodges, do your Blitz, and vie for position to score or prevent your opponent from scoring. As a general rule, make a Foul the last action in your turn if you plan to do one. It's one of the only actions that can end your turn early but cannot be rerolled. Fouls also don't reward players with SPP when they cause casualties, which can stunt your team's growth if you rely on them to remove players from the field. By all means, Foul every single turn. Fouls are fun! Just save it for the end of your turn. A Foul is much more likely to prevent you from taking other actions than a Block or Dodge is to end your turn early and leave you with no time to Foul.
Alright. Now that we've got that talk out of the way, when is it appropriate to use a Reroll? There are so many rolls to make during a turn, and a lot of them can end it. As a rule of thumb for a new Coach
You should use your Rerolls when:
1. The result of a dice roll will end your turn.
2. The roll you are making was relatively safe. A 2-die Block, a Dodge with an Agility 4 Player, a Pass or Handoff involving Agility 4+ players, a GFI(Go-For-It) done at the end of your turn that will place your Ball Carrier out of Blitzing or Marking range of any opposing Player, or a 1-die Block with a player that has the Block skill. All of these things qualify.
3. Ending your turn at this point will severely compromise your field position. You failed the very first 2-die Block or Dodge you made during a turn? Yes, absolutely reroll that.
There will also be times when you have an obvious and complete advantage on the Pitch. In these situations it's usually more prudent to consider when NOT to use a Reroll.
You should NOT use your rerolls when:
1. You roll a Push against a Player that isn't critical to knock down. Agility 3 or lower Players will always qualify for this distinction if they lack the Dodge skill. Don't risk knocking your own Player down. You can Block that guy again next turn.
2. You roll a Both Down and both Players involved in the Block have the Block skill. This falls in line with #1. If it isn't critical for your strategy to knock that player down, don't risk rerolling a Skull.
3. You fail a non-critical Dodge with an Agility 4- character. It sucks, and it will probably free up at least one opposing Player, but the failed Dodge isn't impeding your plan. Let that guy fall to the ground and keep the drive going next turn.
4. You fail a non-critical Block with an unimportant Player. Double Skulls happen, and it sucks. However, here we're talking about a situation where you have an obvious man or Strength advantage on the Pitch. You throw a 2-die Block and your only option is for your guy to fall down, but the guy you're Blocking is still standing next to your other players. Let him fall, you'll live(he might not).
To sum it all up:
Blood Bowl is all about maximizing the amount of unrisky actions you can take while forcing your opponent to do a bunch of risky rolls himself. Always strive to use your Rerolls only in critical situations so that you can keep playing your turn. It may seem like you're barely even playing the game for yourself by following all of these rules, but I promise you: You will play more Blood Bowl if you stick with these guidelines. Your turns will be longer, and you'll do more things like punching guys and scoring touchdowns. Not to mention there are still plenty of strategies to employ and risks to take while staying firmly within reason. If you don't believe me, go watch any experienced coach play a game. The Fumbbl Cup is on right now while I'm typing this, and all of the matches are fantastic.
Lastly and most importantly: If you ever find yourself becoming bored in the middle of a match, feel free to break every single guideline here. Throw a 2-die uphill(red) Block against a Minotaur, bomb a pass all the way across the Pitch with a possible interception, throw a Foul against a Goblin with your Troll in Tackle Zones with no assists. Waste your Reroll on crap like that. If it ends up succeeding you might just piss your opponent off. That's fun, and maximizing the fun you have killing your opponent's players and doing bullshit things is the most important thing.
To start off, I've noticed that a couple of teams in the SS13 league were created without Rerolls or with few of them. That's understandable because there's not really a prompt on the Team Roster page that tells you what they are exactly, why they're so important, and how they can be used to swing a game in your favor. A Reroll is an expendable but replenishing resource during a game that lets you redo the result of a dice roll. In most circumstances, you'll probably want to use your Rerolls in order to stop your turn from ending prematurely and giving your opponent a bunch of free actions. But hold on. You need to understand a bit about how the game works and how to use your Rerolls to gain a strategic advantage.
If you're a new Coach and you've played a few games already with low to no Rerolls(0-2), you've probably already experienced frustration with turns ending early. If you're playing a two Reroll team, this is likely to happen early in the latter four turns of a half: on a Dodge roll, a one-die Blitz that rolls a Skull or Both Down, or a two-die Blitz that rolls a combination of Skull and Both down. You may think of this as unavoidable. After all, you only had so many Rerolls, and several turns early on would have ended if you hadn't used your Rerolls on them. This can be true, but often enough new Coaches are taking those actions before doing other critical things during a turn. To understand when using a Reroll is truly important, you must first understand the things that are important to do early in your turn.
Let's have a list with some explanation:
1. Stand your guys up. A player in full color with a single slash through their sprite is laying down. These pieces do not exert Tackle Zones(squares that opposing Players must make rolls to run through), meaning the opposing Coach can run his Players through where they're standing, either to move the ball downfield or to Mark or Blitz your Ball Carrier. Standing dudes up is a free action and cannot fail. There are very few circumstances where you don't want to do this immediately.
2. Go Mark fast Players. A fast Player is a player with Movement 7-9, or a player with Movement 6 if most of your team has Movement 5 or below(think Undead). Most Players with this much Movement will have Strength 3 or below, meaning they will at best be able to throw a 1-die Block against your Player on their turn, and at worst have to make a Dodge roll because your Strength is higher. Either way, you're forcing them to roll dice to free Players up. You don't always want to Mark a Player, but if you're a new Coach who doesn't understand advanced positioning, man-to-man coverage is a safe bet to save yourself from frustration.
3. Start to plan your turn. I know this seems weird to put last, but those previous two things are really their own forethought. When you're new, this is the point in your turn when you want to start thinking about playing the ball or how you can injure as many opposing Players as possible to help with the drive later on. Look around the board. Start and cancel a few Block actions. How many of them were 2-die Blocks? How many of them could be 2-die Blocks with a single assist? Can I Blitz a hole through my opponent's Screens(Players placed three squares apart to maximize Tackle Zones) or Cage(a formation placed at the corners of the Ball Carrier to protect him)? Is it worth it to make Dodge rolls before I Block to gain a better board position? What about after a few Blocks? Run through all of these questions and figure out how to take as many actions as possible that are in your favor.
When you've done all of these things, you can start to take your risky actions during a turn. Throw Blocks, make Dodges, do your Blitz, and vie for position to score or prevent your opponent from scoring. As a general rule, make a Foul the last action in your turn if you plan to do one. It's one of the only actions that can end your turn early but cannot be rerolled. Fouls also don't reward players with SPP when they cause casualties, which can stunt your team's growth if you rely on them to remove players from the field. By all means, Foul every single turn. Fouls are fun! Just save it for the end of your turn. A Foul is much more likely to prevent you from taking other actions than a Block or Dodge is to end your turn early and leave you with no time to Foul.
Alright. Now that we've got that talk out of the way, when is it appropriate to use a Reroll? There are so many rolls to make during a turn, and a lot of them can end it. As a rule of thumb for a new Coach
You should use your Rerolls when:
1. The result of a dice roll will end your turn.
2. The roll you are making was relatively safe. A 2-die Block, a Dodge with an Agility 4 Player, a Pass or Handoff involving Agility 4+ players, a GFI(Go-For-It) done at the end of your turn that will place your Ball Carrier out of Blitzing or Marking range of any opposing Player, or a 1-die Block with a player that has the Block skill. All of these things qualify.
3. Ending your turn at this point will severely compromise your field position. You failed the very first 2-die Block or Dodge you made during a turn? Yes, absolutely reroll that.
There will also be times when you have an obvious and complete advantage on the Pitch. In these situations it's usually more prudent to consider when NOT to use a Reroll.
You should NOT use your rerolls when:
1. You roll a Push against a Player that isn't critical to knock down. Agility 3 or lower Players will always qualify for this distinction if they lack the Dodge skill. Don't risk knocking your own Player down. You can Block that guy again next turn.
2. You roll a Both Down and both Players involved in the Block have the Block skill. This falls in line with #1. If it isn't critical for your strategy to knock that player down, don't risk rerolling a Skull.
3. You fail a non-critical Dodge with an Agility 4- character. It sucks, and it will probably free up at least one opposing Player, but the failed Dodge isn't impeding your plan. Let that guy fall to the ground and keep the drive going next turn.
4. You fail a non-critical Block with an unimportant Player. Double Skulls happen, and it sucks. However, here we're talking about a situation where you have an obvious man or Strength advantage on the Pitch. You throw a 2-die Block and your only option is for your guy to fall down, but the guy you're Blocking is still standing next to your other players. Let him fall, you'll live(he might not).
To sum it all up:
Blood Bowl is all about maximizing the amount of unrisky actions you can take while forcing your opponent to do a bunch of risky rolls himself. Always strive to use your Rerolls only in critical situations so that you can keep playing your turn. It may seem like you're barely even playing the game for yourself by following all of these rules, but I promise you: You will play more Blood Bowl if you stick with these guidelines. Your turns will be longer, and you'll do more things like punching guys and scoring touchdowns. Not to mention there are still plenty of strategies to employ and risks to take while staying firmly within reason. If you don't believe me, go watch any experienced coach play a game. The Fumbbl Cup is on right now while I'm typing this, and all of the matches are fantastic.
Lastly and most importantly: If you ever find yourself becoming bored in the middle of a match, feel free to break every single guideline here. Throw a 2-die uphill(red) Block against a Minotaur, bomb a pass all the way across the Pitch with a possible interception, throw a Foul against a Goblin with your Troll in Tackle Zones with no assists. Waste your Reroll on crap like that. If it ends up succeeding you might just piss your opponent off. That's fun, and maximizing the fun you have killing your opponent's players and doing bullshit things is the most important thing.