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posted in BB2 - Bug Reports read more

Which is what both Dode and I said...

posted in BB2 - Bug Reports read more

Just to check (as I don't know the icons) the Dodge/Stand Firm player doesn't also have Sure Hands?

posted in BB2 - Bug Reports read more

@raichuss said in Apothecary displaying Casualty results when used on Injury Table:

Secondly, now you need to bear in mind that an Apothecary can be used in two separate instances - one instance is the injury table (the one that determines if they are knocked down, stunned, KO'd, injured) -

I think this is where your confusion is stemming from - as per the Apo rules dode posted above, the Apo is not used on the Injury roll (stunned, KO'd, Casualty), only on the KO or Casualty itself.

posted in BB2 - Bug Reports read more

The Apothecary allows you to re-roll the Injury roll (the D68), not the Casualty roll (the 2D6).

  • So your opponent rolls armour (breaks) - you can do nothing about this.
  • Your opponent rolls for injury (2-7 Stun, 8-9 KO, 10-12 Casualty) - if it's a KO you'll be offered the use of the Apo here to turn it into a Stun.
  • If your opponent gets a casualty, the roll a D68 for type of injury - after this, you will be offered the use of the Apo, which will give a reroll of the D68, ten you can choose which to accept.
  • If either of the casualty rolls (original or reroll) is a Badly Hurt (and chosen) then the player is moved to the Reserves section of the dug-out.
posted in BB2 - Ideas & Suggestions read more

@fratcheks said in Ideas and request of a desperate coach:

Also for the hard mode, why "cheat" the dice and not just increase the quality of the iia?

They haven't "cheated" the dice (many topics about this already).
But yes, the AI should have been improved.

posted in BB2 - Technical Support read more

Unlikely at the weekend.

posted in BB2 - Ideas & Suggestions read more

P.15 of the rules:

The team with the most touchdowns at the end of the last turn of the second half is the winner. If the match is tied at the end of the second half it is declared a draw unless both coaches agree to go into ‘sudden death overtime.’ Flip the Blood Bowl coin to see which coach chooses who kicks-off, and then play a third series of eight turns per team. Any re-rolls still remaining at the end of the second half (including re-rolls earned from Kick-off events, Inducements or Special Play cards) are carried over and may be used in overtime, but teams do not receive new
allocations of re-rolls as they normally would at the start of a new half. The first team to score wins the match. If neither team scores, then the match is decided by a penalty shoot-out; each coach rolls a D6, high score wins, re-roll ties! Each unused team re-roll adds 1 to the D6 score.

posted in BB2 - Ideas & Suggestions read more

These are the Overtime rules of the Blood Bowl board game, with they are using.

Not saying the overtime rules can't be improved, but unless the rules for tabletop change or Focus/Cyanide decide they're no longer going to follow TT rules then it's staying as it is.

posted in BB2 - Bug Reports read more

You don't XP for injuries caused by the crowd.

posted in BB2 - General Discussion read more

Just to point out, that game had nothing to do with Focus.


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