![]() This fact is worth remembering if setting up for a One Turn Touchdown for example as it will require one less player. The reverse of this is also useful in that you can push your own ball carrier or receiver further forward as well. Even just pushing their ball carrier further back away from your end zone can be of great benefit. If you make good use of chain pushing players, you can set up more chances to crowd surf, free up your own ball carrier from a scrum, push their ball carrier out of a scrum to set up a block etc. You can push opponents next to other team mates so they can then block them or perhaps tie them up with Tentacles or Diving Tackle. ![]() Pushing an opponent two squares rather than one can free up space for your own team, either to run recievers through or to manoeuvre a cage further towards their end zone. This can be a good way of denying them space, or with careful player positioning you can corral their team towards one sideline.Īnother great use for Frenzy is just generally pushing players around. So it means the other team needs to be careful when they get nearer the sideline than if you don’t have Frenzy. Not to mention players pushed into the crowd automatically take an injury roll without an armour roll taking place first. Pushing players off the pitch is one of the best ways to get a numerical player advantage and Frenzy makes this easier. ![]() This gives you a much better chance of knocking the opposing player over so well worth taking, especially when blitzing the opposing ball carrier.Ĭrowd pushing is the second advantage and having Frenzy can effectively narrow the pitch by two squares. If you do also use a reroll you can get 6 block dice against the one opposing player if you set up all your assists well. In some ways you could look at Frenzy as a free reoll for a block as you get two chances. You need to be careful before you block to realise where you need assists of your own and if the opposing player will gain any more assists on the second block, especially if you are going to lose yours. You can’t elect to avoid doing either, the only way you can prevent this would be if the opposing player had a skill such as Fend. The key advantage of having Frenzy is that it will allow you to hit an opposing player twice in a row but with the caveat that you must both follow up and must do the second block. The latter reason is why it is considered a skill that isn’t friendly for beginner players and as a result those teams with players who start with Frenzy are considered teams for more advanced coaches. On the one side it is an incredibly useful skill if you harness it well, on the other it can come back to bite you. If there is one skill in Blood Bowl that I would consider a double edged sword, Frenzy would be it. If the frenzied player is performing a Blitz Action then he must pay a square of Movement and must make the second block unless he has no further movement and can’t Go For It again. If possible, the player must also follow up this second block. If a ‘Pushed’ or ‘Defender Stumbles’ result was chosen, the player must immediately throw a second block against the same opponent so long as they are both still standing and adjacent. ![]() When making a block, a player with this skill must always follow up if he can. Unless otherwise overridden, this skill must always be used. A player with this skill is a slavering psychopath who attacks his opponents in an uncontrollable rage.
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