Dirty Player (General) #

Add 1 to any Armour roll or Injury roll made by a player with this skill when they make a Foul as part of a Foul Action. Note that you may only modify one of the dice rolls, so if you decide to use Dirty Player to modify the Armour roll, you may not modify the Injury roll as well.

Overview: #

There is no other skill like Dirty Player that by itself can make a lowly Zombie strike the fear into the hearts of opponents.  On low TV players, Dirty Player maximizes your fouling potential so that high value targets can potentially be eliminated at the risk of losing a low-value scrub.  Let’s take a look at some figures to see how potent Dirty Player is.

When fouling, a player is ejected if he rolls doubles on either the armor roll or the injury roll.  Doubles for 2 6-sided dice has a probability of occurring 1/6 times.  If you don’t break armor, there is only a 1/6 (16.7%) chance of getting ejected since you don’t get to make an injury roll.  If you do break armor, however, this value jumps up to 11/36 (~31%).

Let’s take a look at some tables Armour Break and Injury Tables.  Let’s assume that throughout a game you  make 8 fouls each with 3 assists on an AV9 player.

For every assist on a foul, the target’s AV is reduced by 1.  With 3 assists our target player will have an adjusted AV value of 6.

From the table, at an AV of 6, there is a 14.6% probability of getting a KO and a 9.7% probability of getting a CAS.  This is a total of: 24.3%

So take 8 fouls * 24.3% = 1.944 player removals.

If you foul an AV9 player with 3 assists for every turn of the first half, you will on average remove 2 players by KO or CAS.

Now let’s see how many people will get ejected.  Breaking AV6 armor occurs 58.33% of the time.  So (100%-58.33%) armor is NOT broken 41.67% of the time.  Let’s check our fouls.

Take 8 fouls * 58.33% (armor breaking) * 31% (ejection rate) + 8 fouls * 41.67% (armor not breaking) * 16.7% (ejection rate)

You get: 1.44 + .55 = 1.99 players ejected.

If you foul an AV9 player with 3 assists for every turn of the first half, you will on average have 2 players ejected.

So mathematically speaking, you want to have a low TV for high TV swap there.  Sometimes you’ll get lucky, sometimes you won’t.  On average, however, you can expect these results.

Now let’s see what your results are with Dirty Player.  Go back to the Armour Break and Injury Tables.  Instead of looking at the first white column, look at the second blue column under the MB DP KO / MB DP CAS columns.  At AV6 (remember because we’re fouling with 3 assists) KO probability skyrockets to 21.3% and CAS probability skyrockets to 18.5%.  This is a total of: 39.8%!

So take 8 fouls * .398 = 3.184

With Dirty Player if you foul an AV9 player with 3 assists for every turn of the first half, you will on average have 3 players removed by KO or CAS.

Combine this with your CPOMBER who is blitzing every single turn, you ON AVERAGE will take out half the AV 9 team (5 total) by the first half!!!!  ON AVERAGE!  Imagine what would happen if you were lucky?  Obviously you will have unlucky days and have guys ejected on the first couple of fouls, but….  that’s Blood Bowl.  If you have a full roster to handle it, though, the ejections won’t hurt you.

Let’s look at AV7.  Fouling 8 times with 3 assists will on average:

  • Remove 2.776 players
  • Have 2.25 players ejected
  • With DP, you will remove 4.16 players

I will leave the calculations to you.

In other words, on average 2.25 zombies will remove 2.776 wood elves by the half.  With DP, those 2.25 zombies will remove 4.16 elves BY HALF TIME!  Not a bad trade off!

Benefits: #

  • Increases your chances of injuring a high-value target.
  • A Dirty Player becomes a target for blitzing (keeping your own high-value targets safe).
  • Like a wizard, a dirty player’s mere presence affects gameplay.

Disadvantages: #

  • Getting caught and ejected without causing damage!

Useful to: #

Dirty player gets better the lower-valued your linemen are.  This is because the lower-priced your linemen are, the more likely you’ll have a full 16 man roster.  Losing a dirty player from ejection is not as catastrophic if you have a full 16 man roster.  However,  if you only have 11 players to spare for the game, an ejection would hurt you from a defensive perspective.  Zombies, Marauders, Hobgoblins, Goblins, Halflings, and any other low-cost unit are perfect to take the skill.

The higher the base value of the player, the less lucrative a foul becomes.  This doesn’t mean you can’t give dirty player to a high value lineman such as an elf, but based on the high costs and spiraling expenses, a foul becomes a much more pinpoint and higher risk decision.  There better be a good reason to do it (like fouling their only Mighty Blow, Tackle, Piling On player).  Otherwise, your most likely minimal roster will suffer an ejection weakening your position further.

Summary: #

Dirty Player significantly increases your chances of injuring a player on a foul.  As can be seen from the figures above, Dirty Player is most effective when given to 2 or 3 dedicated low-level players whose sole job is to foul.  With a squad like this, and an effective fouling campaign, you will be known for many games of massacre.  Just remember that there is a ball!

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