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<b>Fouling</b>
Quite an important option in BloodBowl. Fouling is no less but the most reliable way to get selected players of the pitch. Unfortunately extensive fouling will get your players off, too.
Most teams should use tactical fouls to remove the opponents key players or to make even more reliable casualties by fouling the weakest (lowest AV / no regeneration). If you want to bash make sure to foul first and ever again if your opponent fouled and the ref is watching him again.
Then there is what I want to call "Strategic fouling"- although no one else grants it the honor of calling it thus. What I mean is fouling all the time and everyone in reach to reduce the opponents players by any and all means. Though I am yet again the only one to claim it: strategic fouling is not easy. We'll focus on tactical fouling here though the same principles hold true for strategic fouling.
Fouling has two drawbacks: Effort and players send off.
A good foul is assisted by at least three players in addition to the DP. Best seven of course. Now you'll find it hard to expend that many players- that's what I meant by effort. Everybody could simply foul a lot: true. A "good fouler" however does so without withdrawing too many players from other tasks. He doesn't foul desperately with a lonely DP (unless he really is desperate). That is possible by positioning and good Blitzes. You try to get the targeted player close to your players or their intended destination instead of running towards him.
Tactical fouling is done best with one or two DPs.
One DP shouldn't foul with an eye on him in the first half- unless he got that really juicy extremely important key player right in front of him. In that case it might be worth to have him send off.
Two DPs can foul more of course. They can foul in the first half till one got spotted. That way you'll have one for the second half.
Actually the first half is better for fouls since early casualties cause more trouble for the opponent throughout the game. Since you got a "free foul" without the ref looking in the second half I'd still encourage "saving up" a DP.

<b>Protection against fouling</b>
The best obviously is not to let the opponent get your players down- hardly a standard though. It works for your key players if the opponent can't reach them.

Another option to add is not fouling yourself. The ref watches him and sends off the DPs. Good for easily killed and/or expensive races that can't afford a "foul war". Good against the opposite: cheap tough and expendable DP-Folks. Zombies- no need to foul them (Ghuls on the other hand are sweet to foul).

Finally the real standard for bashers: positioning. Even if your players are knocked down they can't be fouled properly if either your players surround them (more or less) or they are so far off that he can't move his players (or his slow zombie DP) towards them. That is not necessarily so very far away: Maybe he needs to speed up and can't even afford to move a step in your direction.
Against few DPs it might be easier to stop them from moving by placing players next to them. Those players should of course either not be worth fouling or hard to knock down. Usually any ordinary player does the job if he isn't next to any other player but the DP. The DP blocking can't foul and a Blitz to free the DP is quite an effort. Some DPs unlike Zombies can dodge of course ;-)

At last there is another option: foul his DP out. If he only got one it might make sense- three are too much of a bother by far. I personally wouldn't target two either.

<b>Multiple DPs and Strategical fouling</b>
While one DP poses a serious threat six DPs do not pose six times that threat. DP is a skill used only for fouls. You can foul only one per turn with no more but one DP at a time. Usually 4+ DPs are just a waste of skills.

Fouling is important- yet strategic fouling is usually not. It can be effective when done well. Some races should try- most races however shouldn't bother. Foul as you like and don't keep it a secret if you like to foul a lot (people might get mad: let them know in advance). Don't have more than two DPs unless you really experience a lack of DPs in your games. Get one more in that case and take your time to see whether you really need more.
A "lack of DPs" doesn't mean not having a DP handy: having five DPs bound by the opponent isn't a "lack of DPs" but bad positioning. More DPs don't help here.
In general DPs should have an average of multiple fouls per game to be considered well used. Not any fouls: good fouls with enough assistance. Two assistance might suffice vs AV8 but aren't actually "good" ("ok" maybe).

How many fouls can you do?
All the noobs and sissies will tell you: "fouling a lot is easy"-
blatant ignorance. Fouling 16 times is about the hardest thing to do effectively- yet not the most desirable perhaps.
Of course every retarded idiot could be able to find the right button to click for fouling and do so every turn. That however is just stupid- not what I mean by Strategic fouling.
First of all you have to be able to foul with little effort (see above). Otherwise doing it all the time leaves you neglecting everything else and you loose. Just try that- one good foul is better than eight weak ones. If you can't manage to do a lot of good fouls with little effort: just leave it. That's nothing you can "force" by having more DPs.
If you try massive fouling you have to realize that fouling becomes increasingly difficult. That's because you'll find yourself fouling with an eye on you.
The Ref does not only send your DPs off and leaves you with less players total (making fouling even harder). Getting spotted is a turnover as well! Hence you shouldn't foul with an eye on you before you did all the less risky and more important things. Often you'll find yourself having a turnover before you foul. Few fouls with ref looking are worth doing early in your turn. Safe play is the foulers friend! In any case you'll hardly be able to foul more than three DPs can do- even three are hard to get busy sometimes.
Usually you position one DP behind your lines. He sneaks out from the dark to foul and creeps back to the shadows... He is not to be caught in brawling! That's something you can't do with many DPs at once: protecting multiple players (at least keeping them from trouble) is too much of an effort. Another reason not to have "DP-Armies" but one or two well used DPs. If one is caught you may move another in this position of a slightly protected "active fouler".

As soon as you are fouling a lot you'll mess with your own numbers. The risk of being send off (+ the risk of any normal injuries your opponent might inflict) needs backup. Have at least 10 players without DP. Further DPs need substitutes.
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New Team Page Beta
Player Ma St Ag Av Skills Inj G Cp Td It Cs Mvp SPP Cost  
1
Ogre
5 5 2 9
Big Guy, Bone Head, Mighty Blow, Thick Skull, Throw Team Mate
  2 0 0 0 0 1 5/ 120k
(108)k
 
2
Blitzer
7 3 3 8
Block
  2 0 0 0 0 0 0/ 90k
(95)k
 
3
Blitzer
7 3 3 8
Block
  2 0 0 0 0 0 0/ 90k
(95)k
 
4
Blitzer
7 3 3 8
Block
  2 0 0 0 0 0 0/ 90k
(95)k
 
5
Blitzer
7 3 3 8
Block
  2 0 0 0 0 0 0/ 90k
(95)k
 
6
Thrower
6 3 3 8
Pass, Sure Hands
  2 0 0 0 0 0 0/ 70k
(85)k
 
7
Catcher
8 2 3 7
Catch, Dodge
  2 0 0 0 0 0 0/ 70k
(85)k
 
8
Catcher
8 2 3 7
Catch, Dodge
  2 0 0 0 0 0 0/ 70k
(85)k
 
9
Lineman
6 3 3 8
Block
  2 0 0 0 1 1 7/ 70k
(70)k
 
10
Lineman
6 3 3 8   2 0 0 0 1 0 2/ 50k
(50)k
 
11
Lineman
6 3 3 8   2 0 0 0 0 0 0/ 50k
(50)k
 
11 players  
Coach: arw Re-Rolls (100k): 3  
Race: Human Fan Factor: 1  
Current Team Value: 0k Assistant Coaches: 0  
Treasury: 10k Cheerleaders: 0  
Team Value: 1070k Apothecary: Yes  

Games Played:2 (0/0/2) |TD Diff:-2 (0 - 2) |Cas Diff:-1 (1/1/0 - 3/0/0)
Last Opponent: Feuerwerk