

That’s the joy of Blood Bowl, the way that the slightly different stats, costs, skills, and levelling path of each team member will result in huge team differences that play out in every action. Even with the average human team, I played games where I knocked out almost the entire opposing team and just ran the ball to the touchline each turn. The aim of these guys is to be as close with as many players as possible, get them on the floor, then stamp on them when they’re down. Unless, of course, you’re a team that plays the man, not the ball, like the high strength Chaos team or the block skill-heavy Dwarf team. Scoring is the most important thing, and only when you’re way ahead can you afford to gamble. But you have also have a ball-carrier standing near the enemy scoring zone with enemy players just a few steps behind them. Let’s say you have a three-dice block lined up which would likely result in an injury, which would give you a numerical advantage in later turns. Sometimes you don’t do things just because a small chance of failure is enough to ruin your plan entirely. You always move your players into covering and supporting positions first, if possible. Almost every team has a Big Guy a slow, hard-hitting lynchpin.Įvery turn has you organising the most important actions in your head, then recognising their probabilities. So, if players are unlucky enough to fail their first action every turn then the game can be over very quickly, but a game between two players who know what they’re doing, who only take calculated risks, can last more than half an hour. A three-dice block from a levelled-up strong player on a rookie should knock them down 95 percent of the time, but that small chance of the veteran going down does crop up, and you have to play knowing that.Īny failure, however minor, means a turnover, where control switches to the opponent. Even what seems like the most sure-fire action can result in a horrific failure. Given that the match engine is built on so much randomness, Blood Bowl is actually all about learning, positioning, and avoiding gambling until you have to. Fortunately, the game now tells you what the percentage chance of success is, rather than having to work it out yourself from basics.


Blocking is represented by throwing multiple dice depending on the player’s relative strengths, with the higher strength player allowed to pick the outcome from the dice. Want to grind on a downed player’s throat to send him out of the match? Stamp on the die. Want to sprint an extra square? Run that die. Want to move out of a player’s tackle zone? Move a die. There are dice rolls for almost everything. "Every turn has you organising the most important actions in your head, then recognising their probabilities."

Just like American football, passing is a huge gamble and many teams just play a running game, or even a hitting game where you just try to injure your opposing team. In a typical match, players (either human or AI) take turns moving and blocking with their team, whilst trying to get the pigskin ball from their half to the opponent’s backline for a touchdown. Oh, and it’s chock-full of Orcs, Vampires, Skeletons, Ogres, Trolls, Elves and Dwarfs, violence, and cheating. That means it’s turn-based, packed with dice-based randomness and heavy with rules that are quite mystifying to new players. Losing seemed inevitable.īlood Bowl 2 is a note-perfect recreation of a Games Workshop tabletop American Football game set in the Warhammer Fantasy Battle universe.
#Orcs blood bowl 2 full#
Halfway through the match I looked down and saw my injury box full of K.O.ed players and nobody left on the bench. Their array of Blitzers and stronger Black Orcs meant that I had to spread my hard hitters more thinly, and couldn’t take them down as quickly as they could my players. My mistake was thinking we could go toe-to-toe with Orcs. Once they were down (knocked out or stunned) I could quickly create a channel through to the endzone for my ball-carrier. In previous matches, against Dark Elves, Dwarfs and High Elves, I’d relied on focusing superior numbers of human players around my Ogre, to get support for blocks on the enemy hard targets. I was two touchdowns up and they hadn’t stepped into my half, yet I was going to lose.
