Review of: Frenzy Blitz

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On 25.12.2020
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Frenzy Blitz

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Frenzy Blitz

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Frenzy Blitz Frenzy Overview: Video

Wir sind wieder da - Frenzy (offizielles Musikvideo)

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If there is one skill in Blood Bowl that I would consider a double edged sword, Frenzy would be it. 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.

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.

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.

In some ways you could look at Frenzy as a free reoll for a block as you get two chances. 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.

This gives you a much better chance of knocking the opposing player over so well worth taking, especially when blitzing the opposing ball carrier.

Crowd pushing is the second advantage and having Frenzy can effectively narrow the pitch by two squares. Pushing players off the pitch is one of the best ways to get a numerical player advantage and Frenzy makes this easier.

Not to mention players pushed into the crowd automatically take an injury roll without an armour roll taking place first.

This can be a good way of denying them space, or with careful player positioning you can corral their team towards one sideline. Another great use for Frenzy is just generally pushing players around.

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.

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. 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.

Even just pushing their ball carrier further back away from your end zone can be of great benefit. This fact is worth remembering if setting up for a One Turn Touchdown for example as it will require one less player.

The last use of pushing players around is when you combine Frenzy with Strip Ball, the first hit can knock the ball loose and then the second hit can push that player away or even knock them over at the second attempt.

You really need to pay attention to assists, especially on the second block and where you plan on pushing them back should that occur.

Against certain teams and in certain situations Frenzy can prevent you taking blocks due to this risk. Typically if facing a team that is stronger or has a lot of Guard players.

Having Frenzy as a skill prevents you from getting Grab to negate Side Step as well having Grab also prevents you from gaining Frenzy on that player as well.

The other disadvantage it gives is that you have no choice over whether your player follows up on the block. Again this is another reason to have Block first and protective skills can also be useful such as Dodge or even just having high strength and armour.

Having to follow up is also what enabled opposing players to lead your player where they want them if they have Side Step. Following on from always having to follow up, you must always do Go For Its if required for one or both blocks.

For example if a ball carrier breaks through your defence and makes a run for the end zone and you need to blitz them. Imagine playing Dungeons and Dragons, say, and coming up with such a harebrained scheme: what kind of super-critical roll would the DM require from your character, in order to pull it off?

After that, the subsequent scene where a couple of pints of gasoline poured onto the ocean are sufficient to create a raging inferno and barbecue another of the fish, provoked little more than a tired sigh.

Though I did hoot loudly at what must be the Worst Rescue Attempt in Cinematic History: a pair of speedboat bros show up and wave from a distance, before both being knocked into the water by the sharks bumping their craft.

As a zoological aside, the three predators here act as rather more than lone hunters; maybe they were killer whales in disguise?

Surely it has now been long enough for everyone to have forgotten the abomination which was Orca ]. There is a Big Reason for this, which only gets revealed under circumstances clearly intended to be dramatic.

Crowd pushing is the second advantage and having Frenzy can effectively narrow the pitch by two squares. Pushing players off the pitch is one of the best ways to get a numerical player advantage and Frenzy makes this easier.

Not to mention players pushed into the crowd automatically take an injury roll without an armour roll taking place first.

This can be a good way of denying them space, or with careful player positioning you can corral their team towards one sideline.

Another great use for Frenzy is just generally pushing players around. 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.

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.

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.

Even just pushing their ball carrier further back away from your end zone can be of great benefit. This fact is worth remembering if setting up for a One Turn Touchdown for example as it will require one less player.

The last use of pushing players around is when you combine Frenzy with Strip Ball, the first hit can knock the ball loose and then the second hit can push that player away or even knock them over at the second attempt.

You really need to pay attention to assists, especially on the second block and where you plan on pushing them back should that occur.

Against certain teams and in certain situations Frenzy can prevent you taking blocks due to this risk.

Typically if facing a team that is stronger or has a lot of Guard players. Having Frenzy as a skill prevents you from getting Grab to negate Side Step as well having Grab also prevents you from gaining Frenzy on that player as well.

The other disadvantage it gives is that you have no choice over whether your player follows up on the block. Again this is another reason to have Block first and protective skills can also be useful such as Dodge or even just having high strength and armour.

Having to follow up is also what enabled opposing players to lead your player where they want them if they have Side Step. Following on from always having to follow up, you must always do Go For Its if required for one or both blocks.

For example if a ball carrier breaks through your defence and makes a run for the end zone and you need to blitz them.

If your player is 6 movement and they are 6 squares away, you hit them for the first block getting a push. Then the second block requires a Go For It and you have to do it.

There is a way to avoid making a second block though and that is if you have run out of movement. To do this you have to run around wasting your move, do a Go For It to get next to the target player and then hit them with your second Go For It.

All these factors combined are what makes having Frenzy players tricky for new coaches, especially if facing an advanced coach.

Regarding the players that Frenzy is useful on would be a very long list if I put them all here. I think it is safe to say that every team can benefit from Frenzy somewhere on the team.

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Jugar · 25.12.2020 um 16:23

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