"Bloodbowl the skirmish game" Song of Blade & Heroes
Posted: Thu Jul 16, 2020 1:10 pm
Recently found out about this game, does a lot of what I want to do with "positioning matters" in a simple way.
https://en.wikipedia.org/wiki/Song_of_Blades_and_Heroes
Rules here:
https://i.4pcdn.org/tg/1411567363115.pdf
Has a simple combat system where you roll 1d6+X and compare numbers.
Higher and Even: Knockdown/Guard break target
Higher and Odd: Push back target with option to follow up (and special abilities to deny follow ups so some are more slippery)
Higher x2: Kill
Higher x3: Kill and their allies test morale due to gruesome kill
A target that's guard broken is +2 to hit and any success kills them.
If a model is pushed into a hostile model, the hostile model gets a free attack. Recoiling into a wall is instead a guard break, recoiling off a cliff means you take fall damage.
If a model is outnumbered by hostile foes they get -1 to their rolls.
This game does positioning in a very straightforward and easy to remember way. You want to outnumber opponents while not being outnumbered. You want to strike guardbroken enemies while deny them the same. Flanking turns into murder pinball with odd success rolls. Cornering means success (that isn't x2) has a 100% chance to knock them down
I'll try it out next time I run an RPG teaching class
https://en.wikipedia.org/wiki/Song_of_Blades_and_Heroes
Rules here:
https://i.4pcdn.org/tg/1411567363115.pdf
Has a simple combat system where you roll 1d6+X and compare numbers.
Higher and Even: Knockdown/Guard break target
Higher and Odd: Push back target with option to follow up (and special abilities to deny follow ups so some are more slippery)
Higher x2: Kill
Higher x3: Kill and their allies test morale due to gruesome kill
A target that's guard broken is +2 to hit and any success kills them.
If a model is pushed into a hostile model, the hostile model gets a free attack. Recoiling into a wall is instead a guard break, recoiling off a cliff means you take fall damage.
If a model is outnumbered by hostile foes they get -1 to their rolls.
This game does positioning in a very straightforward and easy to remember way. You want to outnumber opponents while not being outnumbered. You want to strike guardbroken enemies while deny them the same. Flanking turns into murder pinball with odd success rolls. Cornering means success (that isn't x2) has a 100% chance to knock them down
I'll try it out next time I run an RPG teaching class