passing and hand-offs.....
Posted: Wed Aug 28, 2002 4:32 am
Hi everybody... just registered today!
Firstly, may i say i've been well impressed by what i've read on here; you guys really do seem to know your stuff!
I look forward to your feedback on any topics i post in the future.
Moving on to my question, i am wondering if anyone can explain to me the reasoning behind permitting both a pass and a hand-off in the same team turn, and why they are permitted at any point in the turn... (apologies for the appalling length of this post by the way, and the somewhat clunky examples i've included!)
When i first played BB many moons ago, it was using the 2nd edition rules, where, if i am not mistaken, you were allowed to make one pass AFTER all the other stuff such as movement and blocks etc. had been resolved. Although in retrospect this was perhaps quite restricting and rigid, it seemed to me to have the positive effect of keeping your team turn as close to 'real time' as you could hope for with a turn based game.
To clarify a little, suppose that for arguments sake a team turn represents, say, 5 seconds of 'real-time'. If the pass action was permitted at ANY point during the turn, then a guy with the ball could perhaps run his full move allowance down the pitch (approx 5 seconds?) then pass the ball, which spends maybe another 3 seconds in the air, gets caught by the receiver, who then runs his full allowance (another 5 secs) into the end zone for a TD. In this example, the team has managed to cram 13 seconds of play into a turn where everyone on the pitch only has the same 5 seconds of simultaneous action available to them. Also, as the reciever could start his run AFTER the ball was thrown, he would have no doubt benefitted from receiving from a shorter range band than if he had to move upfield first.
Alternatively, using the end of turn pass rule from 2nd edition, the guy with the ball can still make his run down the pitch (5 seconds), the reciever is then activated and makes his 5 second run, which can be considered to be simultaneous to the passer's activity, (as he is not 'waiting' for the passer to close the distance and throw the ball!) and then finally, the ball is thrown, (maybe taking 4 seconds now, as it is a longer pass now!) giving a total of maybe 9 seconds.. much closer to the 5 seconds of real time that was proposed.
To me, the second of these examples makes the most sense. The problem i've experienced however is that with the CURRENT rules, the FIRST of the above examples seems to be closest to the way the game plays now.
If i may give one last example using LRB rules, and using a nice slow team for the ball carriers and a really fast set of opponents, say undead versus skaven, it would seem that even a slow witted, slow moving team can potentially move the ball upfield a worryingly long way against nimble adversaries who would surely be able to close them down much easier than the passing/hand-off guidelines permit them to, e.g:
Skeleton moves his 5 squares (possibly 7?), hands off to another skeleton, who moves his 5 squares at least, who then passes maybe 6 squares to a zombie, who THEN runs another 4 squares (possibly 6!) on top of that??? The undead have shifted the ball 20 squares, maybe 24 with GFI's! Even a gutter runner placed somewhere in the middle of all that but maybe just 1 square away from imposing a tackle zone would just seem to be standing there glued to the spot while this truly impressive chain of actions bypassed him uninterrupted.
Obviously with any turn based game there will be some degree of abstraction in terms of reaction/motion and elapsing of time, but allowing the pass to take place at any point, to me just seems to really stretch this abstraction to a crazy degree, especially when a hand-off is allowed in addition to this! Sure, i can appreciate that getting your players into positions where this kind of chain-action drive becomes a possibility is an art in itself, (as is setting a defence to counter it!) but when three players can all take actions one after the other (as they must be as each is dependent on the previous one completing his action first) then it just seems a little strange...
Surely it is more reasonable to only allow a pass once everyone has made their moves? Or at the very least, only allow a pass OR a hand-off per turn, rather than both?
I had a good few years away from gaming, and have only fairly recently gotten in to bloodbowl again, using the LRB as my guide now. I have only played a dozen or so games so far (opponents sadly lacking here!) So am VERY much the rookie. If i am missing some crucial point in the rules, or am just getting it all horribly wrong, then please let me know! On the whole, i've found the current rules to play very smoothly, and have had some classic encounters on the pitch already. It really was just this one issue that both myself and my friends noticed while playing that really made us think "hmm.. that seems kinda odd that you are allowed to do that.." I am guessing that it is because the game is limited turns now, and that being able to shift the ball up the pitch with haste is all important, or maybe it was because passing was too risky an option before.
I hope i don't sound like i'm critiscising what is a fine set of rules, I'm really just interested in hearing what experienced players believe is the reasoning behind allowing such freedom with passing and hand-offs, and the advantages in terms of gameplay over the old 'pass after movement' system.
Phew, thats it! Apologies once again for this overlong post, i'll be sure to make any future ones a good deal shorter. Kind regards, John.
Firstly, may i say i've been well impressed by what i've read on here; you guys really do seem to know your stuff!

Moving on to my question, i am wondering if anyone can explain to me the reasoning behind permitting both a pass and a hand-off in the same team turn, and why they are permitted at any point in the turn... (apologies for the appalling length of this post by the way, and the somewhat clunky examples i've included!)
When i first played BB many moons ago, it was using the 2nd edition rules, where, if i am not mistaken, you were allowed to make one pass AFTER all the other stuff such as movement and blocks etc. had been resolved. Although in retrospect this was perhaps quite restricting and rigid, it seemed to me to have the positive effect of keeping your team turn as close to 'real time' as you could hope for with a turn based game.
To clarify a little, suppose that for arguments sake a team turn represents, say, 5 seconds of 'real-time'. If the pass action was permitted at ANY point during the turn, then a guy with the ball could perhaps run his full move allowance down the pitch (approx 5 seconds?) then pass the ball, which spends maybe another 3 seconds in the air, gets caught by the receiver, who then runs his full allowance (another 5 secs) into the end zone for a TD. In this example, the team has managed to cram 13 seconds of play into a turn where everyone on the pitch only has the same 5 seconds of simultaneous action available to them. Also, as the reciever could start his run AFTER the ball was thrown, he would have no doubt benefitted from receiving from a shorter range band than if he had to move upfield first.
Alternatively, using the end of turn pass rule from 2nd edition, the guy with the ball can still make his run down the pitch (5 seconds), the reciever is then activated and makes his 5 second run, which can be considered to be simultaneous to the passer's activity, (as he is not 'waiting' for the passer to close the distance and throw the ball!) and then finally, the ball is thrown, (maybe taking 4 seconds now, as it is a longer pass now!) giving a total of maybe 9 seconds.. much closer to the 5 seconds of real time that was proposed.
To me, the second of these examples makes the most sense. The problem i've experienced however is that with the CURRENT rules, the FIRST of the above examples seems to be closest to the way the game plays now.
If i may give one last example using LRB rules, and using a nice slow team for the ball carriers and a really fast set of opponents, say undead versus skaven, it would seem that even a slow witted, slow moving team can potentially move the ball upfield a worryingly long way against nimble adversaries who would surely be able to close them down much easier than the passing/hand-off guidelines permit them to, e.g:
Skeleton moves his 5 squares (possibly 7?), hands off to another skeleton, who moves his 5 squares at least, who then passes maybe 6 squares to a zombie, who THEN runs another 4 squares (possibly 6!) on top of that??? The undead have shifted the ball 20 squares, maybe 24 with GFI's! Even a gutter runner placed somewhere in the middle of all that but maybe just 1 square away from imposing a tackle zone would just seem to be standing there glued to the spot while this truly impressive chain of actions bypassed him uninterrupted.
Obviously with any turn based game there will be some degree of abstraction in terms of reaction/motion and elapsing of time, but allowing the pass to take place at any point, to me just seems to really stretch this abstraction to a crazy degree, especially when a hand-off is allowed in addition to this! Sure, i can appreciate that getting your players into positions where this kind of chain-action drive becomes a possibility is an art in itself, (as is setting a defence to counter it!) but when three players can all take actions one after the other (as they must be as each is dependent on the previous one completing his action first) then it just seems a little strange...
Surely it is more reasonable to only allow a pass once everyone has made their moves? Or at the very least, only allow a pass OR a hand-off per turn, rather than both?
I had a good few years away from gaming, and have only fairly recently gotten in to bloodbowl again, using the LRB as my guide now. I have only played a dozen or so games so far (opponents sadly lacking here!) So am VERY much the rookie. If i am missing some crucial point in the rules, or am just getting it all horribly wrong, then please let me know! On the whole, i've found the current rules to play very smoothly, and have had some classic encounters on the pitch already. It really was just this one issue that both myself and my friends noticed while playing that really made us think "hmm.. that seems kinda odd that you are allowed to do that.." I am guessing that it is because the game is limited turns now, and that being able to shift the ball up the pitch with haste is all important, or maybe it was because passing was too risky an option before.
I hope i don't sound like i'm critiscising what is a fine set of rules, I'm really just interested in hearing what experienced players believe is the reasoning behind allowing such freedom with passing and hand-offs, and the advantages in terms of gameplay over the old 'pass after movement' system.
Phew, thats it! Apologies once again for this overlong post, i'll be sure to make any future ones a good deal shorter. Kind regards, John.