Tuesday, December 20, 2016

Dragged into Turbolasers Episode 14: Blood Bowl Returns!

Blood Bowl is back!

We start the episode by touching on the success of Adam Poots’ new Kingdom Death kickstarter campaign. We spend the rest of the episode talking about Games Workshop’s new releases, with a focus on the new Thousand Sons’ models and the reenvisioned Blood Bowl.  We talk at length about each of the new Thousand Sons’ kits, including Magnus the Red and the fantastic new Ahriman.  We then move to discussing the component quality of Blood Bowl, and our general excitement to be playing the game again after many years!





- Eric Wier

7 comments:

  1. Enjoyable as always gents! I haven't got a hold of a copy of Blood Bowl yet however, I found some extremely tiny magnets at my local hobby shop, think I am going to magnetize the ball.

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    1. That sounds like a good idea, one that will make it easier in the end. The pegs/hole in the base works fine too, provided you are okay with having a hole in each base.

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  2. The worst part of those damn pinups is how obvious the sexism is, to the point where game models that would normally be flagged as objectifying slide under the radar with nary a raised eyebrow.

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    1. This is very true. The normal game abounds with objectifying imagery. Shut-Up and Sit Down's video review of the game does a good job of calling out the sexist imagery in the actual game. Reading through some of the comments, I saw that some people were saying that the review got it wrong, and that the sexist imagery was just with the pin-ups, which is just not the case. It is nice to see that Paul and the SUSD crew are calling it as it is.

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  3. Blood Bowl is one of my all-time favorite games. Certainly frustrating at times, especially with new teams in the early part of league play when they're relatively unskilled, but the game really boils down to some of the most severe risk management tactics I've ever seen in a game. There are so many things to master: maximizing the number of blocks you make while minimizing the number of blocks your opponent makes, making sure every block is rolled in your favor by having more assists than the other team, and all the while trying to generally roll fewer dice than the other coach to reduce the chance of failure. It's a tough game to play well, especially considering how most of the strategies and skills are highly situational.

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    1. Yeah, the game is surprisingly deep. I am really excited to finally be playing it again!

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  4. I finally had time to listen to this one; good stuff as always.

    I haven't played Kingdom Death at all, but it would be interesting to hear more about the mechanics of the new version in due course; it may also be good if you did a bit more on the mechanics of gameplay in Blood Bowl in a future show.

    I agree with most of your comments about the models. In particular, I know I would be too embarrassed to ever own a Kingdom Death model (not that I want to, in all honesty)... how would I ever explain it to my wife (it's hard enough to explain the Space Marines!)?!

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