Blood Bowl Puzzle #17 – Get out of this one son – BB3

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What I was expecting

I “set” this puzzle in game, so obviously was hoping it would be hard.

My “solve” in game was for the Fleshie hit upward after the zombie tag and then the wrestle Ghoul dodge out to blitz the Guarder to the right of the Ball. A push+ there and he would swing down to assist the wolf hitting the Thrower for 1D (needing at least a push) into 2D.

2+, 2D (pushes+), (3+), 1D (pushes+), 1D (pushes+) into 2D, then the ball carrier would Dodge and single or double rush to score depending where everyone was on who was on their feet.

About 52% with 2RRs and would leave the humans with a one turn chance.

I thought there might be some other option with the Wolf on the ground.

What Siggi did

  • Double rush, 2D blitz with Zombie needing pushes+
  • 2D with Fleshie needing pushes+
  • Dodge, double rush with Ghoul
  • Dodge with other Ghoul
  • Dodge, rush with Wraith
Then the Ghoul and Top Wraith dodged out to complete the screen

Sounds like a lot, but it was 12.5% to succeed with no RRs, 34% with 1RR, 50% with 2RR.

Did you spot it?

The advantage of Siggi’s was that the ball carrier was moving quite early in the sequence. Even if the final two dodge/rush combos didn’t make it in, it was already going to be rushes to get 2D. Even if I got the ball down, unless there was an armour break it was likely he’d have a dodge pickup to score available as my own recovery would be tricky.

How it played out

As all the dodges etc worked, he also got to 2D and pow on the catcher up top. I was then left with a couple of 2Ds on the Wolves to set up 322322 for 2D on the Ghoul (50% to make it to the hit, but only 19% overall to get it down with my 1RR, but would be double tagged on tackle). Or I could have gone for 43 for 1D with Tackle (27% with 1RR to make the dodges and get the ball down), however, if any dice failed he could walk in untouched. I went with option 1, and failed the first set of 322’s and he could walk it in on T16.

2-2 final score.

Chris’s Solve

Before sharing this post I asked the CLAW chat for their solution. Christian came up with something a littler different. His solve:

  • 3+ dodge the Wraith around (white)
  • 2D up with Fleshie (pushes+) (pink)
  • Ball carrier dodge (3+), 2D Blitz (BD+) (yellow)
  • Move over to left (8th rank, will need 1 rush next turn)
  • Other Ghoul dodges and Zombie double rushes to make the front cage corner
  • Other Fleshie hits the Catcher, depending on the results from the three hits, the final Wraith might need to dodge to complete the cage or might be OK to stay

This is quite similar to Siggi’s odds wise. It’s 51% to get the front cage corners with 1RR used and 43% with 1RR to get the extra Wraith as well (although likely you wouldn’t do that unless you had the RR available.

The slight problem is that pushes on the blitz would leave the Wraith on the rear corner based and it would be easy to get a 2D there and a route to the ball carrier on a Pow. Even if that failed, the humans can likely jam in everywhere again without many dice required, so a tough T16 would be needed again. Now including a rush to the line.

The Ghoul blitz uses up at least 1 square of movement, possibly 2 compared with Siggi’s solve, so you can’t get as far into the corner. However, you could put the Ghoul forward a couple of squares compared with the diagram and screen the sides with the zombie rushes and Ghoul dodge down the field then dodge double rush the Wraith to cover the far corner. This would probably be necessary if the blitz was a push and, although more dice, would likely have better scoring chance.

Overall, I think Siggi’s solution was the best.

Did you find anything different? Comment below

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