Nufflenomics S3: Picking up the Ball
Failing to pick up the ball at the start of your drive has been a source of annoyance for Blood Bowl players for as long as I have been playing the game. Now Games Workshop have decided to try to remove that annoyance by introducing a new Secure the Ball Action, meaning that Blood Bowl coaches will need to find something else to grumble about instead.
Secure The Ball Action
The Secure the Ball Action allows a player to attempt to
make a 2+ roll rather than making an agility test to pick up the ball assuming
there are no Standing opposition players that are not Distracted within two
squares of the ball. This will end the player’s activation.
A 2+ is an 83% chance of picking up the ball, which becomes
a 97% chance if you use a Team Re-roll on a failure.
It seems like this is designed to remove frustration and
help less agile teams against teams that are likely to swarm in and take
advantage of any failed pick up.
When wouldn’t you use Secure the Ball?
The obvious answer will be when you can’t. This might be
when you are swarmed by opposition players. Having two fast players break
through the lines on a Charge! kick-off event and get within spitting distance
of the ball is now a good way to disrupt the tactics of less agile teams.
The other reason you can’t use it is if your player is
ineligible to use it. This applies to players with either the Big Guy keyword
or the Unsteady trait.
When would you choose not to use it?
The main reason will be if you are wanting to move
afterwards to get closer to your teammates, or away from opposition players. Secure
the Ball could leave you in a weird place that you don’t want to be in.
You might also choose not to Secure the Ball if doing so
doesn’t affect the roll that you need to make. If your player is going to pick
up on a 2+ anyway, there’s no point denying them the opportunity to move
afterwards. This will be players with AG 2+ or better, or potentially players
with skills that might assist the pickup.
Another reason might be that if your player doesn’t complete
their activation on a square containing a ball then a Turnover is caused.
(Side note: it says “a ball” rather than “the ball” allowing
for the possibility of the crazy Gnome double ball scenario among others. If
there is more than one ball, it is important to note that only one Secure The
Ball action can be declared each turn).
You may therefore not want to declare Secure the Ball if you
think you might abort the action during the Move part of the action. This could
be if, for example, you have to make multiple dodges to get to it. You may use
the Dodge re-roll on one of the earlier dodges and decide not to complete the
movement onto the ball. In that case, you may wish not to Turnover and allow
another player a chance to pick up the ball instead.
Opposing players skills
The player you want to attempt to pick up the ball with might be marked by (or
have to move past) a player with tentacles. In that case, it might be
impossible for you to end the player’s activation on a ball due to being held
in place by tentacles. Not declaring Secure the Ball might be a better option
to prevent a turnover.
Another reason you may choose not to use it is if you think
there might be a Tackle zone on the ball when you attempt to pick it up. Secure
the Ball only allows you to declare the action if the ball is not within 2
squares of a Standing player who isn’t Distracted. However, there is no mention
about whether this needs to be the case when you actually attempt the pickup.
The main reason this could happen is if an opposition player either currently Marking you or you will have to dodge past has the Shadowing skill. It is feasible that they might shadow you so that they are next to the ball when you attempt the pickup. This is obviously an edge case, but it is something that might be worth considering.
Sure Hands
The Sure Hands skill is a tried and tested skill which now
states “This player may re-roll the D6 when attempting to pick up the ball,
though not when making a Secure the Ball Action.” As such, we will probably
want to compare the chances of picking up the ball using a player with Sure
Hands with Secure the Ball to make a choice about which is best.
The likelihood of picking up a ball with a sure hands player
with various difficulties is below.
|
Roll |
Chance |
|
2+ |
97.2% |
|
3+ |
88.9% |
|
4+ |
75.0% |
|
5+ |
55.6% |
|
6+ |
30.6% |
What we can see is that a 3+ roll with Sure Hands is more
likely to succeed than Secure the Ball when a re-roll isn’t used. As such, if
you want to conserve team Re-Rolls, then a 3+ Sure Hands pick up is the better
option. If you want to have a better chance and you are prepared to use a
re-roll then Secure the Ball gives makes you 8.3% more likely to end up with
the ball. A 2+ pick up with Sure Hands is obviously more beneficial than securing
the ball as if you roll a 1, you have a free re-roll of the pick rather than having
to use a Team Re-Roll.
Mutations
There are two mutation skills which allow for more
favourable pickup attempts - Big Hand and Extra Arms. Would you opt to use either
of those over Secure The Ball?
Big Hand reads “This player ignores all negative
modifiers when attempting to pick up the ball.”
The potential negative modifiers are Tackle Zones and
Pouring Rain.
If there are Tackle Zones on the ball, then you will not be
able to secure the ball, so there is no benefit there.
It is ambiguous if the roll is modified by the Pouring Rain
weather. I am assuming the answer is yes as Pouring Rain states “Whenever a
player attempts to pick up or Catch the ball, or Intercept a Pass Action, they
suffer a-1 modifier to the roll.” The Secure the Ball Action reads “the player
must attempt to pick up the ball.” Pick up is unfortunately not a keyword
anywhere in the rulebook. Secure the Ball does not suggest it is immune to
modification, so that would suggest it would be a 3+ to Secure the Ball in the
Pouring Rain.
In that case, if the player with Big Hand would pick up on a
3+ or better after ignoring the modifier for Pouring Rain, then it will be more
beneficial to simply make a pickup attempt rather than Secure the Ball.
Extra Arms reads “This player applies a +1 modifier to the Agility Test
whenever they attempt to Catch, Pick Up or Intercept the ball.” There is
nothing really to discuss here other than if the Pick Up roll using Extra Arms
is the same as or better than the roll with Secure The Ball then – as discussed
earlier regarding AG2+ or better – then it makes more sense to simply try to
pick up the ball.
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