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Subject: Newb Go For It Question rss

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Don Alexander
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Stupid question, if your normal movement is 6, can you "Go For It" and try to move two extra spaces, obviously rolling for each space?
My son is 1 spot short of a touchdown and when his turn is over, it is the end of the half.

 
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Roger Bartels
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Yes, you can go for it twice, extending your movement 2 spaces as long as you roll 2+ on the first roll and 2+ on the second roll.

According to what you wrote, your son would need to only roll once in order to score. I wish him luck
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Don Alexander
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I let him do it assuming that was the answer. He got it. Rolled a 2.
Thanks for the quick answer.
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Julien K
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MainManDetroit wrote:
Stupid question, if your normal movement is 6, can you "Go For It" and try to move two extra spaces, obviously rolling for each space?
My son is 1 spot short of a touchdown and when his turn is over, it is the end of the half.



When I played in the past, I heard of this Skaven player who had 9 base movement, an extra movement due to a mutation, and was able to go for it three times instead of 2 from a skill. I believe he had the jump skill too.

With luck, he was able to score in a single turn while starting on the front line
 
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Christian Moura
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jujulautre wrote:
MainManDetroit wrote:
Stupid question, if your normal movement is 6, can you "Go For It" and try to move two extra spaces, obviously rolling for each space?
My son is 1 spot short of a touchdown and when his turn is over, it is the end of the half.



When I played in the past, I heard of this Skaven player who had 9 base movement, an extra movement due to a mutation, and was able to go for it three times instead of 2 from a skill. I believe he had the jump skill too.

With luck, he was able to score in a single turn while starting on the front line


One-turn touchdowns are pretty special. The trick is using blocks to push opponent's players into your own, and get them closer to the touchdown zone.

Here is an example of a Wood Elf team I played, where I use pushes to get my catcher in range of the touch down, all in one turn. This was an online game against a human opponent. In the rain too, no less. The catcher has the 'sprint' skills which allows for one additional Going-for-it.

https://www.youtube.com/watch?v=FNMGSUbatxQ

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Roger Bartels
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Epee wrote:
jujulautre wrote:
MainManDetroit wrote:
Stupid question, if your normal movement is 6, can you "Go For It" and try to move two extra spaces, obviously rolling for each space?
My son is 1 spot short of a touchdown and when his turn is over, it is the end of the half.



When I played in the past, I heard of this Skaven player who had 9 base movement, an extra movement due to a mutation, and was able to go for it three times instead of 2 from a skill. I believe he had the jump skill too.

With luck, he was able to score in a single turn while starting on the front line


One-turn touchdowns are pretty special. The trick is using blocks to push opponent's players into your own, and get them closer to the touchdown zone.

Here is an example of a Wood Elf team I played, where I use pushes to get my catcher in range of the touch down, all in one turn. This was an online game against a human opponent. In the rain too, no less. The catcher has the 'sprint' skills which allows for one additional Going-for-it.

https://www.youtube.com/watch?v=FNMGSUbatxQ



That went well for you. Nice. However, why would you risk those unnecessary blocks?
 
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Christian Moura
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Lemonpips wrote:
Epee wrote:
jujulautre wrote:
MainManDetroit wrote:
Stupid question, if your normal movement is 6, can you "Go For It" and try to move two extra spaces, obviously rolling for each space?
My son is 1 spot short of a touchdown and when his turn is over, it is the end of the half.



When I played in the past, I heard of this Skaven player who had 9 base movement, an extra movement due to a mutation, and was able to go for it three times instead of 2 from a skill. I believe he had the jump skill too.

With luck, he was able to score in a single turn while starting on the front line


One-turn touchdowns are pretty special. The trick is using blocks to push opponent's players into your own, and get them closer to the touchdown zone.

Here is an example of a Wood Elf team I played, where I use pushes to get my catcher in range of the touch down, all in one turn. This was an online game against a human opponent. In the rain too, no less. The catcher has the 'sprint' skills which allows for one additional Going-for-it.

https://www.youtube.com/watch?v=FNMGSUbatxQ



That went well for you. Nice. However, why would you risk those unnecessary blocks?


At the time, I probably reasoned that I had one re-roll left, and the blocks were a worthwhile risk to take. It was still mid-game, and a block (particularly with my tree, which has Might Blow), has a decent chance of causing a casualty on an opposing player, being worth the risk involved. An extra player off the pitch is would be a significant advantage for the second half of the game.

Without a reroll, I would likely not try any other action other than trying to score my touch down.
 
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Roger Bartels
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Epee wrote:
Lemonpips wrote:
Epee wrote:
jujulautre wrote:
MainManDetroit wrote:
Stupid question, if your normal movement is 6, can you "Go For It" and try to move two extra spaces, obviously rolling for each space?
My son is 1 spot short of a touchdown and when his turn is over, it is the end of the half.



When I played in the past, I heard of this Skaven player who had 9 base movement, an extra movement due to a mutation, and was able to go for it three times instead of 2 from a skill. I believe he had the jump skill too.

With luck, he was able to score in a single turn while starting on the front line


One-turn touchdowns are pretty special. The trick is using blocks to push opponent's players into your own, and get them closer to the touchdown zone.

Here is an example of a Wood Elf team I played, where I use pushes to get my catcher in range of the touch down, all in one turn. This was an online game against a human opponent. In the rain too, no less. The catcher has the 'sprint' skills which allows for one additional Going-for-it.

https://www.youtube.com/watch?v=FNMGSUbatxQ



That went well for you. Nice. However, why would you risk those unnecessary blocks?


At the time, I probably reasoned that I had one re-roll left, and the blocks were a worthwhile risk to take. It was still mid-game, and a block (particularly with my tree, which has Might Blow), has a decent chance of causing a casualty on an opposing player, being worth the risk involved. An extra player off the pitch is would be a significant advantage for the second half of the game.

Without a reroll, I would likely not try any other action other than trying to score my touch down.


According to the video, you are out of rerolls. But even if you had a reroll, a td is far more valuable than a casualty (particularly on a linerat), which is not at all guaranteed. The risk is not worth potentially missing a td, especially when you'd be getting the ball back at the beginning of the second half (according to the video). I know how important casualties can be, but touchdowns win games. Of course, if you were only interested in trying to level the tree, and the win would be a side bonus, have at it.
 
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Julien K
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Epee wrote:
jujulautre wrote:
When I played in the past, I heard of this Skaven player who had 9 base movement, an extra movement due to a mutation, and was able to go for it three times instead of 2 from a skill. I believe he had the jump skill too.

With luck, he was able to score in a single turn while starting on the front line


One-turn touchdowns are pretty special. The trick is using blocks to push opponent's players into your own, and get them closer to the touchdown zone.


That works too. But I believe this skaven player could really do all by himself, running the full 13 squares. A beast.

That was in 3rd edition though, not sure if it's still possible
 
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Christian Moura
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Quote:

According to the video, you are out of rerolls. But even if you had a reroll, a td is far more valuable than a casualty (particularly on a linerat), which is not at all guaranteed. The risk is not worth potentially missing a td, especially when you'd be getting the ball back at the beginning of the second half (according to the video). I know how important casualties can be, but touchdowns win games. Of course, if you were only interested in trying to level the tree, and the win would be a side bonus, have at it.


You are right, I had no rerolls. It might have been a mistake then. The video was from a game 1 year ago, the same month I started playing Blood Bowl - so it is plausible that I got lucky making poor decisions.
 
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Peter McAndrew
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jujulautre wrote:
Epee wrote:
jujulautre wrote:
When I played in the past, I heard of this Skaven player who had 9 base movement, an extra movement due to a mutation, and was able to go for it three times instead of 2 from a skill. I believe he had the jump skill too.

With luck, he was able to score in a single turn while starting on the front line :p


One-turn touchdowns are pretty special. The trick is using blocks to push opponent's players into your own, and get them closer to the touchdown zone.


That works too. But I believe this skaven player could really do all by himself, running the full 13 squares. A beast.

That was in 3rd edition though, not sure if it's still possible


Yes, a gutter runner with +MA and Sprint is definitely still possible. At least Wood Elves no longer have that possibility on their catchers without getting two +MA improvements...
 
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