ADDING SOME LATERAL THINKING TO YOUR GAME

Thinking tactically in Blood Bowl

By Andy Meechan

Originally published in Blood Bowl Compendium #3

Copyright Games Workshop Ltd. 2000

 

You’ve played against the same Coaches with their same teams and their same tactics for a lot of games. You’ve no doubt sussed their favorite plays and have, hopefully, developed some nasty counter-plays of your own. You’ve also noticed that they use similar tactics no matter what race they coach. No doubt they know the same about you.

What you need is to ‘throw them a curve’ in your plays, let them think and react and not respond like automata. Put some interest into your games again – this is, of course, where lateral thinking comes in.

LETTING THEM SCORE

"Confidence in your team and Coaching abilities is key to this play. Your opponent’s overconfidence in the situation that you will present to him will ultimately be his downfall."

It’s the start of the second half, you’re up 1-0 against a power team and you have to kick. You need two clear turns to score, call it four to be safe. There is no way that you can stop them from scoring in eight turns. What do you do?

You let them score.

Giving away touchdowns sits uneasy on any Coach, just ask around and you’ll find out that nobody likes losing a touchdown. It’s a mark against their defensive ability. Well, ignore them as they are merely misguided and will ultimately be the ones who suffer from your use of lateral play.

Allowing your opponent to score gives you a threefold return – and a job to do. Firstly you will be receiving the ball, so there’s no need to ‘spring’ it from a cage. Secondly it presents an opportunity for players to recover form KO’s. Finally by setting yourself up for a last-ditch game winner, you’re gaining SPPs. The downside is that you are setting yourself up for a last-ditch game winner; it’s a high-pressure situation. You’ll have to think on your feet; this is what makes the game enjoyable.

You don’t want to make the touchdown look too easy or the Coach might realize that he’s no longer playing to his game plan, but to yours. Set up a solid defense as normal and play as hard as you would in other circumstances with only one exception – you make a mistake. This ‘mistake’ should allow your opponent to capitalize and move the ball closer to your end zone. He will no doubt be able to ‘take advantage’ of you and consolidate the safety of the ball. By turn 4 (turn 5 at the worst) he will have scored. More fool him.

It is now turn 4 or 5 and you are receiving with a team whose star is now conscious and on-pitch again. You can score in two turns, but have three or four – use them. The game is yours.

Or is it? Things to bear in mind here are that the score is now 1-1 and your opponent only scored in turn 4 because he needs time to retrieve the ball from you and score the winner. Nobody plays for a draw. Think fast and play faster as you have the advantages. The only thing that can stop you is a run of bad luck. Fortunately for you ‘fate’ smiles upon those who play for the game and produce last-ditch winners.

Congratulations, you’ve just won 2-1. (I have? Why that was nice of you – Ed.)

PREDICTING BALL POSITION

"If you know where your opponent is going to move the ball before he does, then you must make full use of your advantage."

Firstly I will expand on the term ‘passing lane’ as it will be used frequently in the following narration. The passing lane is the path along which the ball will be thrown. There can be several lanes open to a thrower be they open-field lanes or high-risk long bombs over the heads of the opposing team. In general the thrower wi8ll choose the lane with the safest throw, failing that he will choose the lane, which leads to a receiver in an advantageous (or safe) position.

One way to predict where you opponent will throw the ball is to restrict his target options. If you leave more than one passing lane free than your opponent has the advantage. On the other hand, if you restrict the number of lanes to only one reasonable choice then if he chooses to pass you can be one step ahead.

How do you restrict the number of passing lanes? This is where your player’s individual skills come in’ players who are catchers or pass-blockers are particularly valuable, as are those who are naturally agile. Placing such players around the pitch means that the thrower will rank a lane which crosses them (or near them in the case of the pass-blocker) lower than another, safer, lane.

This works for you twofold. Firstly – and most obviously – if the thrower chooses the passing lane above your ‘skilled’ players, then you can execute interceptions as usual. But your opponent will soon learn to spot these blocking players, and the thrower will choose lanes to negate the skills that they have.

So out lateral play steps in to show that these players have not wasted their talents learning short-lived skills. Instead of hoping the thrower chooses a lane over your players, make sure your players are placed in as demonstrative manner as possible – now the thrower knows where you dangerous players are he is sure to go out of his way to avoid them. This means that with careful placing of your ‘danger’ players you can ‘present’ the thrower with only one safe passing lane. If he chooses to pass, you can be certain that the ball will travel along this lane.

Now that you know where he will pass you can position your ‘ball capture squad’ with certainty. Such players will be able to strip balls, tackle with ease or just be generally quite violent (or frenzied!) – they will make short work of a receiver.

So what if he chooses not to pass? Well we can all this a mission accomplished. Not only have you delayed his touchdown by a turn, but also by using your skills – or the lateral use of your skills – you have thrown his plans into confusion and he will have to run the ball. You do know how to stop the run don’t you?

Here’s something that we nabbed from Andy’s website which we thought that you’d appreciate:

DRYADS

This suggestion is based on the Dryads article found in White Dwarf 196.

Teams

The Treeman team may include up to eight Dryads.

Special Rules

Aspect Skill*

Each Dryad may choose from one of the following three aspects for the game, it helps if the miniature is painted appropriately. A different Aspect can be taken each game, but must be used for the whole game.

Birch: When Blitzing, you may make two Blocks – both must be against the same opponent. If they go down on the first Block, then the second is lost. Colors: Predominantly Silver.

Oak: The Dryad may add +1 ST and +1 AV for the whole game. Colors: Brown.

Willow: The Dryad player chooses the blocking dice result to use when being blocked as if he had a higher strength. Colors: Light Brown with Yellow/Green leaves.

Star Player Points

Although Dryads are not Big Guys themselves, the Dryads gain SPPs at the same rate as Big Guys due to their long lifespan and attendant laid-back view on life. They may choose from Strength and General skills and choose from the following Physical abilities on doubles:

  1. Thorns: The Dryad sprouts Rose-like thorns all over its body when ‘psyching up’ for the game. Acts as Horns.
  2. Stone Bark: Acts as Spikes.
  3. Tendrils: Particularly suited to the Willow Aspect. Acts as Tentacles.

METHOD TO THE MADNESS

No. Available: This means that Allies (Halflings and Wood Elves) can only take 2 max. I suggest this because the Wood Elves can only take 2 Wardancers (or 2 Treemen) so why could they take more than 2 Dryads?

The Stats: A tougher, but less agile Wood Elf Lineman.

The Skills: Thick Skull due to his tree nature, see the article in WD.

Aspect: This reflects the Dryad shape shifting ability in combat. Limited to one of three for the duration of the game for ease of use. This is due to them psyching up to the game rather than any particular block.

Cost: Running this through Jervis’ formula, it may well be closer to 120K due to the Aspect skill.

SPPs: Whether or not the Dryad can choose from any table or not on doubles is debatable. However I may be tempted toward the Big Guy options.

A FINAL WORD

The cost could be reduced by 20K if a negative skill such as Sappy is given to the starting Dryad.

Sappy: The Dryad is lovesick for his forest home and would rather hang out in a glade somewhere than pulp heads on the field. Roll 1D6 before the start of the game. On a 1 or 2 he doesn’t show for the game (this is based on the rough 30K reduction on the Treeman Take Root).

DRYADS

NO.

PLAYER

MA

ST

AG

AV

SKILLS

COST

0-8

Dryad

7

3

3

7

Thick Skull, Aspect*

110,000

Skill tables: Strength/General/Dryad Physical Abilities