Revised Kicking rules

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Revised Kicking rules

Post by GalakStarscraper »

Chet is on his honeymoon and the MBBL folks have been asking about the fact that we are using the kicking rules next season, so I'm posting Chet's revised kicking rules that the MBBL will be testing here for mass consumption. The PBeM Tool will be able to use these rules fully hopefull within the next month as I'm making good head way on the program.

=============================================

THE KICKING RULES

These rules are designed to allow you to include Kickers in your Blood Bowl league. If you want to use these rules, you'll need to make a few alterations to the usual Blood Bowl rulebook. The first thing you'll need, of course, is Kickers, but you'll also find rules for new skills and modifications to the usual game of Blood Bowl.

KICKERS

Adding Kickers to a roster is very simple. Any team that has passers can hire Kickers instead. 'Passers' can be Skaven Throwers, Dwarf Runner, Phoenix Warriors - really any such players, so long as they have normal access to Passing skills.

If the Passer has the Pass skill, then the Kicker gets the Kick skill instead. Additionally, he loses access to Passing skills and gains access to Kicking skills, which are explained below.

The player has the same cost as a Passer of his race. If your league uses allies, you can take a Kicker ally from any allied race that uses Passers.

THE KICK ACTION

Once per team turn, a player on the moving team is allowed to make a Kick action. The player is allowed to make a normal move, and after he has completed the move, he must kick the football. Note that the player does not have to be holding the ball at the start of the action; he could use his Movement allowance to run over and pick up a dropped ball and then kick it, for example.

The Kick

First, the Coach must declare where the player is trying to kick the ball. To do this, he lines up the Throw-in template over the player's head, with the 3-4 arrow (which indicates the intended direction) aimed at any adjacent square. This dictates the general direction in which the player will kick the ball, as illustrated below:

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///////   / = Target Area
./////.
..///..
...K...   K = Kicker
 
......
.////.
.////.
.////.
.///K.
......
Next, the coach must make a roll to get the kick away. Look up the player's Agility on the Agility table to find the score required to successfully kick the ball.

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AGILITY TABLE
==========================================
Player's AG          1  2  3  4  5  6+
D6 roll required     6+ 5+ 4+ 3+ 2+ 1+

Kicking Modifiers
-----------------
Kicking the Ball                        -1
Per opposing tackle zone on the player  -1
Kicking from a Wide Zone                -1
Roll a D6, and add or subtract any of the modifiers that apply to the dice roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds. If the final modified score equals or beats the required roll, the player has kicked the ball away without mishap. If the dice roll is less than the required total, then the kick has been shanked, with the effects described below.

The ball will travel a number of squares equal to the roll of one dice plus the player's Strength score. A shanked kick will travel half this distance, rounded down (so a roll of 2 plus a Strength of 3 yields a 5, which is cut in half and rounded down to two squares) and will scatter once from its target square before landing (unless it has traveled out of bounds).

The kicking coach should count off the distance from the kicking player and place the football in any desired target square at that distance. The allowed squares are easy to determine, counting out from the edges of the kicking direction the player used, as indicated below:

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3333333   / = Target Area
.22222.
..111..
...K...   K = Kicker
 
......
.3333.
.3222.
.3211.
.321K.
......
Example a kick that traveled a distance of 3 squares MUST to placed in one of the squares 3 away.

If a kicked ball lands in a square occupied by a standing player, then that player may attempt to catch it, following the normal rules for catching the football (the kick counts as an unaccurate pass +0). If it lands in a square that contains a prone player, or in an unoccupied square, then it will bounce as normal.

A kicked ball that goes into the stands is immediately thrown back in by the eager spectators, again following the usual rules. The one exception to this is a ball that is kicked clear over the last seven squares in an opposing team's End Zone (ie the ones not in a wide zone). This is called a 'Field Goal,' and is covered below.

BLOCKED KICKS AND FUMBLES

When a player kicks the football, various things can go wrong. Usually the ball will go in the wrong direction, or fall short of the goal. These events are handled by the normal Kicking rules. Sometimes, however, the Kicker may completely fumble the kick, dropping the ball in his own square, or an opposing player may block the ball before the Kicker gets it away. Both of these events are handled by the rules below:

Blocked Kicks

One player on the opposing team may attempt to kick block a kicked ball. To be eligible to attempt a kick block, the player must be standing adjacent to the Kicker, and must be in one of the squares targeted by the Throw-in template used to determine the direction of the kick. The opposing coach must declare the one of his players will try a kick block before the Kicker rolls to see if his kick is away, just like a player has to attempt an interception before the Passer rolls the pass. Look up the player's Agility on the Agility table to find the score required to successfully block the kick.

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AGILITY TABLE
==========================================
Player's AG          1  2  3  4  5  6+
D6 roll required     6+ 5+ 4+ 3+ 2+ 1+

Kicking Modifiers
-----------------
Attempting a kick block                 -1
Per opposing tackle zone on the player  -1
Roll a D6, and add or subtract any of the modifiers that apply to the dice roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds. If the final modified score is less than the required total, then the player fails to block the kick, and the kick can carry on as normal. If the dice roll equals or beats the required roll, however, then the player succeeds in blocking the kick. A blocked kick will bounce once from the kick blocker's square, as normal. A blocked kick counts as a Turnover, and the moving team's turn ends immediately.

Fumbles

Sometimes a player attempted to kick the ball will drop it in his own square. This is more likely if the player has any opposing players breathing down his neck! To represent this, if the dice roll to get a kick away is 1 or less before or after modification, then the Kicker has fumbled and dropped the ball. The ball will scatter once from the Kicker's square. A fumble counts as a Turnover, and the moving team's turn ends immediately.

TURNOVERS

In accordance with the sacred texts of Nuffle, a Kick action always results in a Turnover, no matter what the result of the kick itself. The Turnover does not take place until the player ahs completed the Kick action and the ball has finally come to rest.

FIELD GOALS

If you use the Field Goal rules for your league, then a Touchdown is worth three points instead of the usual one. A Field Goal is then worth two points.

A team scores a field goal when one of its players taking a Kick action kicks the ball over any of the squares in the opposition's Field Goal area and immediately through the End Zone, into the crowd. As soon as this happens play stops, the crowd cheers and whistles, and the cheerleaders dance about waving pom-poms. The coach of the scoring team has our permission to leap about and cheer a bit, too, while moving the Score Marker two spaces along the track of his side of the board.

The Field Goal area consists of the middle seven squares in the opponent's End Zone, as indicated by the shaded area in the diagram below. ...(diagram omitted here, but its the seven squares of the end zone not in the wide zones)

IMPORTANT: A Field Goal counts for a score only if the ball is kicked out of bounds after last passing one of the indicated seven squares. Balls that bounce out of bounds after landing in one of the indicated squares, or that go out of bounds somewhere else and are then thrown out of bounds over any of the indicated squares, or that get kick blocked or fumbled over the line, etc. do not count as field goals, and the crowd will throw these balls back into play using the normal throw-in rules.

KICK-OFFS

If you are using these rules, then at least one player must be set up to kick the football. This player may not be set up in either Wide Zone, nor may he be set up on the Line of Scrimmage (the same restrictions that apply to using the Kick skill on a kick-off). Note this player does NOT have to be a Kicker position or have the Kick skill.

If the kicking team has failed to set up a player to kick the ball, or was unable to do so, then the receiving team is awarded a touchback - the other players are so hopelessly uncoordinated, they can't ever seem to keep the ball in play!

KICKING SKILLS

In order to use the Kickers of course, you'll need a whole set of Kicking skills. And your're in luck because we have them right here!

The first thing you should do is change the Kick skill from a General skill to a Kicking skill. In addition, insert the following bit into the skill description:

The player may re-roll the dice if he fumbles or shanks a roll to kick the ball away.

Once you've done this, you're fee to add the following skills and traits to your league!

Dirty Kick (Kicking Skill)

The player is skilled at kicking his opponent right where it hurts in a swift and devastating attack, and may use this skill instead of making a Block. This attack is a great equalizer, so ignore the Strength values and any assists for the players involved. Roll on Blocking dice instead, consulting the table below.

Skull: The Kicker is knocked over, but do not make an Armour roll for him.
Pow/Skull: The defender fends the Kicker off. Leave both players where they stand, and the Dirty Kick has no effect.
Push: The defender back away before he can be kicked. Treat this as a pushback result on the Blocking dice, but the defending coach may choose the target square.
Pow/Dodge: The Kicker connects with the defender, hard! Place the defender face up in his square, but do not make an armour roll for him.
Pow: The defender is kicked where it hurts! Place him face down in his square as if he has been Stunned

Extra Leg (Physical Ability)

The player may add +1 to any attempt to get the ball away when he kicks it.

Hook Kick (Kicking Skill)

The player is skilled at 'hooking' the ball when he kicks it. This player can kick from the wide zones without the -1 penalty.

Pooch Kick (Kicking Skill)

The player is skilled at kicking the ball 'just right'. When he kicks the ball, treat the distance roll as a range. The player may choose to drop the ball into play at any point in the target range.

Strong Leg (Kicking Trait)

The player has a rocker of a leg! Add double the player's Strength to any distance rolls for this player when he kicks the football (instead of the normal 1x Strength addition).

OTHER SKILLS

Nerves of Steel, Pass Block, Very Long Legs, Very Sunny, and Foul Appearance are all expanded to all effect Kicks as well in similar manners as they effected passing and interceptions.

STAR PLAYER POINTS

A successful Field Goal is worth two Star Player Points, and a successful Kick Block is worth two SPPs as well. {Note: the MBBL will use the interception column to record both of these events}

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Post by GalakStarscraper »

Okay that's everything. Chet gets back from his Honeymoon on the 21st and will help settle the last two items of active debate that would change the above rules:

=============================================
Item 1:
Change the name of the General Kick skill to Place-kick. Leave it General. Create the "new" skill Kick as a Kicking skill that allows the re-roll of the Away roll.

Merits: Allows teams without access to Kickers to not lose a General skill. Personally I'm all for this change as the MBBL3 absolutely hated the idea that Kick was no longer a General skill.
Cons: Kickoff is still somewhat Kick related and would be outside the Kicking skill category.
==============================================
Item 2:
Consider one of these 2 plans to allow Kickers:
1) A team can replace up to 2 of ANY positional player with a Kicker if the team has players with Passing skill access. The Kicker is still based on a modified thrower as the above rules describe.
2) A team can replace any 2 positions from the team's roster with a Kicker. The player must give up access to one skill category (other than Physical) and replace it with the Kicking skill category, if the player starts with any skills (other than physical traits and racial characteristics) they must replace one of those skills with Kick.

Examples:
1) Would allow a team like the High Elves to give up a Lion Warrior for a converted Phoenix Thrower kicker. Allows the dwarves different options as well.
2) This opens up the kicking rules to all the races. Examples of what you could have would be:
Chaos Warrior Kicker: 5/4/3/9 ... General, Kicking, Physical
Halfling Kicker: 5/2/3/6 Kick, Stunty, Right Stuff ... Kicking
Skaven Gutter Runner Kicker: 9/2/4/7 Kick .... Kicking, Agility, Physical
Human Lineman Kicker: 6/3/3/8 .... Kicking

Merits: Expands the access without giving away the farm.
Cons: Adds another level of complexity to the rules.
=============================================

Okay these were the two remaining items that I need Chet to address. Once these are ironed out, I should be ready to go.

Galak

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Post by Moonsong »

Just a small question that springs to my mind. Being the kicking rules inspired to American Football, why in your rules are two field goals worth more than a touch down? In NFL, if you're lucky, two field goals can at most equal a TD. Shouldn't a TD be worth 2 pts. and a field goal just 1? This way, it takes two field goals to even the score with an opponents TD.

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Post by Marcus »

How about "Place-kick" instead of "Kickoff"?

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Post by GalakStarscraper »

Moonsong ... my 2 cents US on that:

Kicking in the NFL is relatively easy. So the points for a 2 fields goals has to be less than a TD (since the extra point is usually a given).

With these rules, kicking is an option play ... and not necessarily a very good one. I'll repeat that in the 200 games of the MBBL3, only 0.29 field goals where scored per a game (total for both teams).

After this fact it should be noted that these kicking rules make it even more difficult to score a Field Goal than the rules the MBBL3 used. So having 2 points for a FG and 3 for a TD seem fine to me based on difficulty.

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Post by GalakStarscraper »

Marcus wrote:How about "Place-kick" instead of "Kickoff"?
I like that name ... I think it would work well.

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Post by Deathwing »

GalakStarscraper wrote:
..since the extra point is usually a given...
LOL! So who caught the Vikes/ Bills game then? :D

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Post by neoliminal »

These new rules are very good. I really like the way they "feel" and I'll be trying them out in the OBL (without the field goal rules).

I do have one question, however. If I kick the ball to one of my own players who just happened to be in the endzone, is that a TD on my turn or my opponent's turn, since a kick is always a turnover.


I'm assuming that this just requires a bit of tweaking the wording for the turnover rules, as you obviously want the former and not the latter result.

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Post by voyagers_uk »

I would say that if the ball lands in the arms of your player who is standing in the end-zone, that it would be a TD in your turn as the ball has not yet come to rest and the turnover would not be in effect until the ball has come to a rest.

my tuppenny bit anyway

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Post by Anthony_TBBF »

I'll be trying them out in the OBL (without the field goal rules).
Maybe I missed something, but what would be the point of using the kicking rules if you don't use them to score field goals?

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Post by GalakStarscraper »

neoliminal wrote:These new rules are very good. I really like the way they "feel" and I'll be trying them out in the OBL (without the field goal rules).

I do have one question, however. If I kick the ball to one of my own players who just happened to be in the endzone, is that a TD on my turn or my opponent's turn, since a kick is always a turnover.


I'm assuming that this just requires a bit of tweaking the wording for the turnover rules, as you obviously want the former and not the latter result.
My belief is that it should be a TD on your turn. I'm programming the PBeM tool this way at least. Since with Pooch Kick you might want the option of trying to drop it on top of an end zone receiver.

Small change to wording to say that it is a turnover as soon all events up to the ball coming to rest should solve this problem. Or just blatently say in the rules that catching a kick in your EndZone is a TD.

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Post by GalakStarscraper »

Anthony_TBBF wrote:
I'll be trying them out in the OBL (without the field goal rules).
Maybe I missed something, but what would be the point of using the kicking rules if you don't use them to score field goals?
I'll be interested to here JKL's answer ... the only advantage I can see over passing is that kicking is more difficult to intercept. But that's a heck of a trade off for not being able to send the ball to a consistent target square.

The other trade off is that a shanked kick only scatters once while an inaccurate pass scatters 3 times. So at least with a kick you are pretty sure where its going even if you miss.

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Post by Balrog »

Why is it that kicks travel less distance then passes but are more accurate? In real life it is the opposite, a kick gives you greater distance but at the cost of accuracy...

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Post by GalakStarscraper »

Balrog wrote:Why is it that kicks travel less distance then passes but are more accurate? In real life it is the opposite, a kick gives you greater distance but at the cost of accuracy...

-Balrog
Ignore game mechanic statements.

Its because this is not a place kick or even an NFL style punt done safely behind a wall of blockers. This is a dodging, weaving, in motion kick more like a rugby kick than an american football kick. In these terms its makes a lot more sense how the mechanic works.

As for being more accurate ... oh contrary. An inaccurate pass scatters 3 times from its target square before landing. With a kick the assumption is that you'd normally want the full distance so if its inaccurate not only does it scatter 1 square but it only goes halfway to where you had probably wanted it to go in the first place. Given the choice for passing for inaccurate of 3 scatters from target ... or half distance and 1 scatter ... I'm taking the 3 scatters, thanks.

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Post by neoliminal »

Anthony_TBBF wrote:
I'll be trying them out in the OBL (without the field goal rules).
Maybe I missed something, but what would be the point of using the kicking rules if you don't use them to score field goals?
I like the kicking rules as presented, but I don't want to have to deal with different scoring systems. It's something new to play with, but other than that, I'm not interested in seeing it change the scoring system.

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