12/17/2023 0 Comments Blood bowl 3 dice blockStunty makes every dodge they make a flat agility+1 check, because as far as they're concerned, tackle zones aren't a thing. AG3 means they're the designated ball handlers (clawlers? Clawnderlers?) of the team. Without them, the Lizardman team would just be Khemri with scales (Hey Raven! Do Khemri next! :D). Count on this guy to bonehead at the worst times.Īh, the skinks. So they're always going to be a turnover threat unless you get lucky enough to roll doubles. AG1, much like with the Saurii, means the ball pretty much only ends up in his hands in the event of an accident or a miracle (often these are one and the same), or the occasional touchback. On average, your Krox is going to spend about 3 turns a game staring at toe-claws. Bonehead, while the 'best' negatrait, still sucks. Of course, all that beefcake comes with a few downsides. AV9 with Thick Skull means he's not likely to leave a game, either. Prehensile Tail helps make sure marked players stay marked, and like most Big Guys, he starts with Mighty Blow, so he's an injury threat from level 1. With ST5, he's pretty average for a Big Guy, and with Bonehead, he's got what is generally considered to be the "best" negatrait, as it requires no interaction from the rest of your team or special strategy, simply a 1 in 6 chance of him deciding not to play this turn. The Big Guy on a team of big guys, the Kroxigor is an impressive road block. Loner, Bonehead, Mighty Blow, Thick Skull, Prehensile Tail (I think it's those damn Slann, hogging them for themselves for all those Leap attempts.) And rerolls, as we'll discuss shortly, are not in great supply in Lustria. With 6 Saurii rolling 2-dice blocks each turns, that's a failure roughly every other turn, which means these guys bleed rerolls. So despite all the 2-dice blocks they're going to be rolling, even with 2 dice they're looking at about an 11% chance to fail a block, every time they roll one. Also, remember that bit from the last paragraph where I said Saurii develop into really solid players? The downside to that is they start with 0 skills. Saurii don't dodge, nor do they do much ball handling, as at best these are 5+ rolls. Once a Saurus is marked, he's probably marked for good until he either de-pitches the guy marking him or pushes him away and the opponent doesn't re-mark him. However, all that fast and strong comes at a price. With good skill access, these guys can develop into very solid players. AV9 completes the package by making it hard to remove a Saurus from the pitch, preserving your strength advantage. ST4 means they can get 2-dice blocks on the majority of opposing players, and MA6 means they're able to keep up with the play pretty well. So, the Saurus, the workhorse for the team. SEVEN ST4+ players? How is that even remotely okay? And they're fast, too! ![]() Lizardmen! Big, strong, fast Saurii! A roadblock with a prehensile tail! Tiny little fragile skinks that're hard to knock down! Together, they form a team that looks, at first blush, to be overpowered. ![]() Don't want to step on Raven's toes with my title!Īnyway, after all the flaming hot takes from yesterday, let's take a few minutes to talk about the Lizardmen team and where they fit into the game, both in terms of Blood Bowl as a whole, and Blood Bowl 2 specifically.
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