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ChapterAquila92
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Oh, and the whole thing about Snotlings being easy to kill? They're really not. Easier, maybe, but not easy.
Insofar as scoring a casualty on a Snotling is concerned, first you need to be able to succeed on your block dice. Normally (and disregarding re-rolls) you'd be able to knock an opposing player down about 87.5% of the time on three block dice (including the times when you roll a Both Down result). However, Snotlings (and virtually every other Stunty player in the game for that matter) have the Dodge skill, which means that, unless you're going into them using a player with the Tackle skill, you can only rely on Both Down and Defender Down results to knock them down, reducing the chance to succeed on three dice to around 70.4%.
And that is only if you catch them alone or bring enough assists to get all three dice (fun fact: unless they've taken a lot of casualties, Snotlings are almost always guaranteed to outnumber you on the pitch). These odds drop off rather quickly at 2 dice (75% without dodge, 55.6% with dodge) and at single dice (50% without dodge, 33.3% with dodge).
Say we've made that success. Now you have to break the Snotling's armour, which is normally a 6+ on 2d6. Barring Mighty Blow, you're going to get a 72.2% chance just on this dice roll to succeed. With the best case scenario for the block (you rolling three block dice), you have a 50.8% chance of getting to this point successfully (similarly, 40.1% for two block dice and 24.1% for single).
And then comes the critical roll to score the casualty: the Injury roll. Against Stunty players and barring Mighty Blow (provided it wasn't already used to break armour), you need a 9+ on 2d6 to inflict a casualty, which nets you a further 27.7% to succeed, bringing your total chance to turn a Snotling into a casualty down to 14.1% at best on three block dice, 11.1% on two dice, or 6.7% on single.
Again, these are best case scenarios, which is a big part of the reason why I will continue banging the drum on casualties being the least reliable way to score SPP in all of Blood Bowl. The only counterbalance to it being viable is strictly the volume of attempts you can do in a game, both from regular blocks and the once-per-turn blitz.
Stop here if you're just looking for SPP from beating up Snotlings.
As for ways of getting better odds of success than that, the Professional Fouler skill grants a player the ability to get SPP for scoring a casualty as part of a Foul. No block dice, just him and the boys jumping someone who's already knocked down, with each unmarked player providing a +1 assist to the Armour roll. Granted, there's no player in the game that comes with the skill when hired for the first time.
Insofar as scoring a casualty on a Snotling is concerned, first you need to be able to succeed on your block dice. Normally (and disregarding re-rolls) you'd be able to knock an opposing player down about 87.5% of the time on three block dice (including the times when you roll a Both Down result). However, Snotlings (and virtually every other Stunty player in the game for that matter) have the Dodge skill, which means that, unless you're going into them using a player with the Tackle skill, you can only rely on Both Down and Defender Down results to knock them down, reducing the chance to succeed on three dice to around 70.4%.
And that is only if you catch them alone or bring enough assists to get all three dice (fun fact: unless they've taken a lot of casualties, Snotlings are almost always guaranteed to outnumber you on the pitch). These odds drop off rather quickly at 2 dice (75% without dodge, 55.6% with dodge) and at single dice (50% without dodge, 33.3% with dodge).
Say we've made that success. Now you have to break the Snotling's armour, which is normally a 6+ on 2d6. Barring Mighty Blow, you're going to get a 72.2% chance just on this dice roll to succeed. With the best case scenario for the block (you rolling three block dice), you have a 50.8% chance of getting to this point successfully (similarly, 40.1% for two block dice and 24.1% for single).
And then comes the critical roll to score the casualty: the Injury roll. Against Stunty players and barring Mighty Blow (provided it wasn't already used to break armour), you need a 9+ on 2d6 to inflict a casualty, which nets you a further 27.7% to succeed, bringing your total chance to turn a Snotling into a casualty down to 14.1% at best on three block dice, 11.1% on two dice, or 6.7% on single.
Again, these are best case scenarios, which is a big part of the reason why I will continue banging the drum on casualties being the least reliable way to score SPP in all of Blood Bowl. The only counterbalance to it being viable is strictly the volume of attempts you can do in a game, both from regular blocks and the once-per-turn blitz.
Stop here if you're just looking for SPP from beating up Snotlings.
To take it a step further, lasting injuries can only be rolled for if the Injury roll was a 10 or higher (Stunties are automatically Back Next Game on a natural 9), and a Lasting Injury result of Memorable Death is a flat 1 in 8 chance on the d16 barring any niggling injuries. Even with three dice in your favour on the initial block, you don't even have a 2% chance of flat-out killing the Snotling.
As for ways of getting better odds of success than that, the Professional Fouler skill grants a player the ability to get SPP for scoring a casualty as part of a Foul. No block dice, just him and the boys jumping someone who's already knocked down, with each unmarked player providing a +1 assist to the Armour roll. Granted, there's no player in the game that comes with the skill when hired for the first time.
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