Your Blitz will usually be the most important move you make each turn. The player can move before and/or after hitting. Pass and Hand-off are fairly self-explanatory, but the Blitz lets one player both move and hit in the same turn. Shared amongst your whole team, you also get three "special" actions a turn - Blitz, Pass, and Hand-off. Each player can typically either move or punch on a turn, but not both.So you generally want to perform actions that are absolutely safe first (like standing guys up from the ground or moving guys that won't have to dodge away from opponents), then move on to the least risky or most important actions and prioritize from there. Blood Bowl is essentially a game of risk management - you can potentially perform an action with each of your players each turn, but if you have one of your guys fail an attempt to pick up the ball, lose possession of the ball, get called on a foul, leave the field, or get knocked over, you lose the rest of your turn (there is an exception for the "get knocked over" rule if the skill Wrestle is being used).Nothing's stopping you from trying the other teams first, but Blood Bowl has quite a bit to take in at first and many of the other teams rely more on techniques that require better knowledge of the game mechanics to shine. Orcs and maybe Humans are widely considered the easiest teams to start out with.Play a bunch of comp stomps until you feel confident, then you can consider fighting other players. You're going to lose but hopefully you'll figure out why as you go. Elves on the other hand can go right through that dotted line as though it wasn't even there. A dotted line will stop the orks guaranteed, although some of your players may get pushed or knocked out. Elves pass the ball and dodge like crazy so they ignore tackle zones. Orks form a big donut and walk the ball in, and then beat up the other team. Learn the strengths and weaknesses and play-styles of the factions and pick yours carefully based on what you think is fun to do.Rolling the unhappy dice is pretty much guaranteed to screw you over. If you can only roll a single die, that's dangerous, and make sure you at least have a re-roll ready, or otherwise don't do it. You generally want situations where you roll the two happy dice and pick one. Get some re-rolls and only do risky rolls when you have them.But potentially prioritize key plays as well in case something else that's fairly likely ends up being a turnover anyways. Learn the rules as far as what gets rolled when, do your turn in order from safest to least safe activity (which is kinda awkward to get used to) since if there's a turnover, that ends your turn there.Its like chess, once you take your hand off a figure, its stuck. Each unit can only act once, so if you move somebody and then move somebody else and then you decide you want to blitz and have the first guy tackle, too late, can't be done. A lot of the basic stuff is fairly common sense, but there's a bunch of traps.
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