On the
glorious pitch of Blood Bowl, hitting on a weaker opponent is considered great
fun. Especially when you break your opponent’s offensive formation and get your
filthy paws on the juicy ball carrier. So what to do when YOU are the weaker
opponent and you don’t have a chance at over-powering your opponent to get to
the ball ? You call for a Ball Hawk J
The Ball
Hawk allows weaker but often faster and more agile teams to retrieve the ball
from a stronger opponent, without actually having to make a series of
successful blocks. Instead of cornering and flattening your opponent, the Ball
Hawk makes use of a quick-in – quick-out guerilla play. A precise strike is
delivered to the ball carrier to pop the ball loose (mutilating the ball
carrier isn’t even required but considered a nice bonus J). Ball Hawks are specialist players,
with a developed team often carrying one dedicated Ball Hawk. Preferably the
player is fielded only during Defense to reduce the chance of him getting
removed by a skillful opponent who recognizes the danger.
Wood Elf Wardancer - the archetype of the Ball Hawk
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Speed and
mobility are the prime requirements to build an effective Ball Hawk. Reaching
the ball carrier often is a challenging task – extra speed can help in making
de-tours to minimize tackle zones and to approach from the optimal angle of
attack. On top, the higher your action radius, the less your opponent will
expect you to make a strike. This can present him with a nasty surprise when
suddenly your Ball Hawk pops up out of nowhere next to his ball carrier and
swoops the ball ! I’d consider MA 7 as a minimum, more is better. Mobility
requires the ability to deal with tackle zones, as the Ball Hawk most often
will have to operate in hostile territory. High AG and skills improving Dodge
rolls are very beneficial. In a developed league with specialized Blockers
guarding the ball carrier your Ball Hawk will benefit from Leap.
A Skaven team with access to 4 Gutter Runners allows for a dedicated Ball Hawk
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Highest
priority skill on your list is Wrestle. Popping the ball during a high-risk –
high-reward action only makes sense if you can continue your turn. Wrestle will
severely reduce the chance of your Block resulting into a dreaded Turn-Over ! Wrestle
is preferred over Block as Wrestle will force Block ball carriers to drop the
ball. Chances at avoiding a Turn-Over in case your Ball Hawk carries Block /
Wrestle are 83% (97% with RR) for a 1-dice Block and 69% (91% with RR) for a
negative 2-dice Block – very acceptable odds.
Strip Ball
is THE key skill for the Ball Hawk, after you got him Wrestle. Strip Ball
forces your opponent to drop the ball in case the blocking dice come up with a
“Push” or “Defender Down” result. This means you don’t have to punch down that
ST 4 ball carrying Chaos Warrior with your ST 2 Ball Hawk, you simply trip the
ball out of his hands without him even noticing it ! Now this is where the odds
truly get in favor of your Ball Hawk: Check below table with some statistics on
1-dice and negative 2-dice Blocks.
Ball Hawk statistics table : Chance of popping the ball |
A Wrestle +
Strip Ball player will pop the ball against ANY player (including Block + Dodge
players) 83% of times in a single-dice Block and 69% of times in a negative
2-dice Block. If you’re willing to spend a Re-Roll this improves to a
staggering 97% resp. 91% of times ! Sure Hands can ruin your day, as the only
way of popping the ball from a Sure Hands ball carrier is to successfully block
him to the ground. This can be countered by adding blocking skills such as
Tackle and Dauntless to your Ball Hawk. Alternatively, you can block the ball
carrier with a dedicated Blitzer.
These
figures show stealing the ball from a stronger opponent with a dedicated Ball
Hawk is a valid tactic. Having a Re-Roll available drastically improves the
odds of this risky action, so it is good to invest in some extra team Re-Rolls. Keep in the back of your head you don’t have much to lose when kicking: The receiving team is expected to
score a TD. Applying a Ball Hawk in a risky play to steal the opponent’s ball
(and his TD J) is
a preferable alternative to sacrificing your fragile team in an attempt to screen
a powerful opponent. If it fails at worst your opponent scores a TD and you get
another shot at receiving yourself. If your Ball Hawk pulls off a successful play,
you can catch your opponent totally unprepared and go for a glorious counter-TD !