Fouling Odds

At Blood Bowl, fouling is the only action where a coach will attempt an armor roll for the sole and assumed purpose of stunning or depitching a player. Throwing an armor roll after a successful block is certainly fine, but this dice roll results from an action undertaken with another goal in mind and is conditional to the player being laid down. It might be highly probable, but it is never fully assured. Of course, when fouling, the player is already down and the armor roll is inevitable.

The referee

Even if fouling is a very useful gesture, at Blood Bowl, once in a while, it is against the rules. Of course, the odds to see your aggressor expelled by the referee make it a gamble. Worse still, the offending player can be sent to the stinky dungeon of eternal glory even if he has not cracked the victim’s armor. And we do not even talk about the Turnover caused by a too obvious foul! Nevertheless, since there are a lot of game situations where it is relevant to foul, each coach should be familiar with the success and eviction probabilities in order to improve his decision-making.

Eviction odds

AR
(armor)

Ordinary Foul
Without the Sneaky Git skill

Sneaky Foul
With the Sneaky Git skill

2

1/3

1/4

3

1/3

1/4

4

1/3

1/4

5

1/4

1/5

6

1/4

1/6

7

1/4

1/8

8

1/5

1/10

9

1/5

1/12

10

1/6

1/25

Statistical approach

Just like the armor rolls statistics, those relative to fouls were stripped down to the strict minimum. This extreme simplification helps coaches to better integrate the risk versus reward ratio by allowing an easier visualisation of the statistical trends.

If we generalize excessively, fouling has two uses. The first is to eliminate a player for a game turn (often to breathe a little or because the square used by the laid down player benefits us momentarily). The second utility is in an attrition strategy aiming to forge a numerical or qualitative advantage (it is typical of teams hiring inexpensive players). This is why the charts below focus mainly on the odds of stunning or depitching a player. As always, even though injuries are nice bonuses, they are too random to be planned.

In the tables below, the “Stunned +” column details the odds of at least stunning a player for one game turn. The “KO +” column details the odds of at least getting rid of the player until the drive’s end. In my opinion, each coach should only linger on these two columns since the rest is of little use. The columns detailing injuries have been added only for completion and entertainment purposes.

Note: For ease of reference, the tables do not include the Thick Skull and Chainsaw skills. Apothecaries and Regeneration have also been omitted.

Fouls

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

35/36

2/5

1/6 1/12 1/36

3

11/12

1/3

1/6 1/12 1/40

4

5/6

1/3

1/8 1/15 1/40

5

3/4

1/3

1/8 1/15 1/50

6

3/5

1/4

1/10 1/20 1/60

Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

35/36

3/5

1/4 1/8 1/20

3

11/12

1/2

1/4 1/8 1/25

4

5/6

1/2

1/4 1/8 1/25

5

3/4

2/5

1/5 1/10 1/30

6

3/5

1/3

1/6 1/12 1/36

Dirty Player

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

1/1

3/5

1/4 1/8 1/20

3

35/36

3/5

1/4 1/8 1/20

4

11/12

3/5

1/4 1/8 1/25

5

5/6

1/2

1/5 1/10 1/25

6

3/4

2/5

1/5 1/12 1/30

Dirty Player + Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

1/1

3/4

2/5 1/5 1/15

3

35/36

2/3

2/5 1/5 1/15

4

11/12

2/3

1/3 1/5 1/15

5

5/6

2/3

1/3 1/6 1/18

6

3/4

1/2

1/4 1/8 1/20

Stunty

This section is for Sunties only. If your heart is full of love for these little buggers, look elsewhere or be scarred forever!

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

35/36

3/5

1/4 1/8 1/20

3

11/12

1/2

1/4 1/8 1/25

4

5/6

1/2

1/4 1/8 1/25

5

3/4

2/5

1/5 1/10 1/30

6

3/5

1/3

1/6 1/12 1/36

Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

35/36

7/10

2/5 1/5 1/15

3

11/12

2/3

1/3 1/5 1/15

4

5/6

3/5

1/3 1/6 1/15

5

3/4

1/2

1/3 1/6 1/20

6

3/5

2/5

1/4 1/8 1/25

Dirty Player

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

1/1

3/4

2/5 1/5 1/15

3

35/36

2/3

2/5 1/5 1/15

4

11/12

2/3

1/3 1/5 1/15

5

4/5

2/3

1/3 1/6 1/18

6

3/4

1/2

1/4 1/8 1/20

Dirty Player + Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

2

1/1

4/5

3/5 1/3 1/10

3

35/36

4/5

1/2 1/3 1/10

4

11/12

3/4

1/2 1/4 1/12

5

4/5

2/3

1/2 1/4 1/12

6

3/4

3/5

2/5 1/5 1/15
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