This vid is perfectly timed Ben, I literally have a Ghoul who has been on 3SPP for last 2 games so I took a chance on random skill - and LEAP! Very happy with this result now I have your awesome insight thanks mate… going to be especially handy against any players with Tackle, like Dwarfs
So the next time I see a WE coach with a Pro WD, I know he's going kamikaze at one point. Duly noted! (Pro in this edition is like a +1 modifier to agility-based skills it seems)
Thanks for all the information guys! Some friends have gotten the bloodbowl starter and your videos have been a great help in learning some basic strategy and picking a team.
nice video Ben, i think another interesting thing to think about is the possibility of tackle on the opposing team. by the time you start getting leap other players will he grabbing secondary skills like tackle, so it’s a way of working around tackle
Cage diving has always been the classic application but it can also be very useful on offense if the ballcarrying Wardancer has somehow been "boxed in" (it can happen). Depending on the situation, it may be better to leap over an opponent and then take another dodge into the open than doing three dodges with at least one tackle zone for each. Also, leaping over an empty square that has multiple tackle zones on it can be an option. Back in LRB5 times I played a lot of games with Wood Elves and in many of them my opponents just hadn't thought of these offensive possibilities and were caught out of position. It's also quite funny that on boards like BB Tactics leaping was universally shunned at the time for being "extremely risky" (because no inbuilt skill re-roll available) when in thruth it was so powerful it had to be massively nerfed for this edition.
As a primary dwarf coach, leap never scared me too much. The corners of the cage still have guard so it was almost always two dice uphill. What scares me now is the addition of defensive as a skill, when combined with a player with leap. Now you can put a defensive player beside my cage and actually cancel the guard assists making it a one die block if leap works, much scarier than two reds. At least runners still have sure hands...
Remember that their defensive works only during your turn so it will not help their blitzing but it might help them remain in contact from your conter strike
@@deanthomas2561 Ah my mistake, I'm less scared of defensive now then. I don't actually have the tabletop rule book, just what was presented on this channel and I was going from memory. It seems odd that defensive works this way. Elves (or agility teams generally) don't usually like to put themselves in base contact with my dwarfs.
Pro is basically being pro, as usual. In essence it's always slightly worse than having the needed score be one dice face lower than normal. Always a useful skill but also always worse than a stat up for the test it's being used on.
Should Leap be a standard action in Dungeon Bowl? Maybe make it +1 instead of -1, but anyone can do it. Might be a solution to guarding the end zone w two ogres?
How you explain it is how I think it is played, but the wording I feel is very poor on the rule as it can be intepreted as -1 is the minimum, and -2 would be lower so therefor it would get raised to -1 since that is the minimum value the modifier can have.
This vid is perfectly timed Ben, I literally have a Ghoul who has been on 3SPP for last 2 games so I took a chance on random skill - and LEAP! Very happy with this result now I have your awesome insight thanks mate… going to be especially handy against any players with Tackle, like Dwarfs
So the next time I see a WE coach with a Pro WD, I know he's going kamikaze at one point.
Duly noted!
(Pro in this edition is like a +1 modifier to agility-based skills it seems)
Thanks for all the information guys! Some friends have gotten the bloodbowl starter and your videos have been a great help in learning some basic strategy and picking a team.
Thumbs up for even MENTIONING dungeon bowl! @ 18:03 that EVERY episode of Friends as Joey is the Gilligan (dofus) of the show!
nice video Ben, i think another interesting thing to think about is the possibility of tackle on the opposing team. by the time you start getting leap other players will he grabbing secondary skills like tackle, so it’s a way of working around tackle
Cage diving has always been the classic application but it can also be very useful on offense if the ballcarrying Wardancer has somehow been "boxed in" (it can happen). Depending on the situation, it may be better to leap over an opponent and then take another dodge into the open than doing three dodges with at least one tackle zone for each. Also, leaping over an empty square that has multiple tackle zones on it can be an option.
Back in LRB5 times I played a lot of games with Wood Elves and in many of them my opponents just hadn't thought of these offensive possibilities and were caught out of position. It's also quite funny that on boards like BB Tactics leaping was universally shunned at the time for being "extremely risky" (because no inbuilt skill re-roll available) when in thruth it was so powerful it had to be massively nerfed for this edition.
I might want a Dodgey-Dodge shirt...
LEAP!
Someone had to...
very long legs pro leap vs two heads dodgy dodge
As a primary dwarf coach, leap never scared me too much. The corners of the cage still have guard so it was almost always two dice uphill.
What scares me now is the addition of defensive as a skill, when combined with a player with leap.
Now you can put a defensive player beside my cage and actually cancel the guard assists making it a one die block if leap works, much scarier than two reds.
At least runners still have sure hands...
Remember that their defensive works only during your turn so it will not help their blitzing but it might help them remain in contact from your conter strike
@@deanthomas2561 Ah my mistake, I'm less scared of defensive now then. I don't actually have the tabletop rule book, just what was presented on this channel and I was going from memory. It seems odd that defensive works this way. Elves (or agility teams generally) don't usually like to put themselves in base contact with my dwarfs.
to be continued: Dodge with Break Tackle vs. Leap & pro
Pro is basically being pro, as usual.
In essence it's always slightly worse than having the needed score be one dice face lower than normal.
Always a useful skill but also always worse than a stat up for the test it's being used on.
Should Leap be a standard action in Dungeon Bowl? Maybe make it +1 instead of -1, but anyone can do it. Might be a solution to guarding the end zone w two ogres?
how about stunty with dodge skill? Like Skinks.
How you explain it is how I think it is played, but the wording I feel is very poor on the rule as it can be intepreted as -1 is the minimum, and -2 would be lower so therefor it would get raised to -1 since that is the minimum value the modifier can have.
Every time you hold up your hand to the screen it makes me forget the last 2 minutes of whatever was said. This is some MiB stuff going on here...