Are you sure?
In fact, passing ranges are the only thing that it
doesn't affect, because the passing ruler uses fixed distances, and is not based on the grid. A quick pass will always be anything up to a certain number of centimetres (I don't know the distances off hand), so is not distorted by whether you lay it an angle or aligned with the grid.
The square grid
fundamentally distorts all movement in the game because you can go much further (physically) by travelling diagonally than you can by travelling in a straight line.
Let's use a simple illustration. Our player (W) has a move of 8 squares, so can reach the end zone by travelling in a straight line (yellow). Unfortunately he is confronted by 3 opposing players (O) blocking his way, but not to worry - since the square grid lets our guy move diagonally more efficiently, he can reach the same place while travelling much further by taking the diagonal route (blue).
diagonal blood bowl.png
How much further does he get to travel by going diagonally, exactly? We'll, let's assume for arguments sake that the squares are 2 metres square. That makes that the diagonal of the square approximately 2.8 metres. By going in a straight line, the player can cover 8 x 2 metres = 16 metres. By going diagonally, he covers 8 x 2.8 metres = 22.4 - a significant amount more.
This is the distortion effect that I'm talking about, which is largely eliminated with a hex grid because travelling diagonally on a hex grid does not get you as far forward on the pitch from your starting point as travelling in a straight line does
Note, I obviously don't want Blood Bowl to change to a hex grid, because it might not be as cool a game, and that's too risky! But I do think the grid is a big problem and it's interesting to imagine it getting fixed.
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