Blood Bowl 2 achievements
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Blood Bowl 2

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There are a maximum of 30 Blood Bowl 2 achievements worth 3,926 (1,000)

4,057 tracked gamers have this game, 31 have completed it (0.76%)

Achievement Details

Favour of the Grey College in Blood Bowl 2

Favour of the Grey College371 (50)

This is a rare achievementYou have trained a player to level 7

  • Unlocked by 75 tracked gamers (2% - TA Ratio = 7.42) 4,057  

Achievement Guide for Favour of the Grey College

AuthorSolution
wembleytor
216,007 (128,120)
wembleytor
Achievement won on 18 Oct 15
TA Score for this game: 3,926
Posted on 11 October 15 at 16:34
This solution has 8 positive votes and 0 negative votes. Please log in to vote.
To get to level 7, a player needs 176 Star Player Points (SPP). SPP can be gained in the following ways:

Touchdown 3 points
Cause casualty when blocking/blocked 2 points
Intercept a pass 2 points
Successful pass to a teammate 1 point
MVP award 5 points.

An important note if you intend to do this without boosting:
Blood Bowl players die regularly, and your star player WILL fail easy dice rolls and come to harm. Such is the way of the game. If your player dies and the apothecary fails to revive them, immediately go to dashboard, press start and force quit. When you reload the game, your player will still be alive. This method has only been confirmed for solo matches.

-------Boosting method-------
Set up a custom league which will contain just two teams: you and your boosting partner. The settings are largely unimportant. The ageing setting puts a limit on the number of games a player can play before retiring, but when boosting that won't be a factor.

The fastest way is to use a Skaven Gutter Runner. Their speed and high agility allows them to score touchdowns quickly and reliably. The rest of the team doesn't matter, so pump money into an apothecary, re-rolls and a high fan factor. If your boosting partner has the DLC Wood Elves, they should use them, otherwise use Humans or Skaven. The team should have a thrower and a zero fan factor. Your partner should use a team setup that leaves all the players in a tightly packed clump to give you free reign over the field. Put your Gutter Runner 6 squares back, and 6 squares infield (opposing endzone just within range in 2 turns)

When receiving, your boosting partner should put the kick in the very corner, on the side where your Gutter Runner is. 50% of the time the ball will go off the field and you can give it direct to your Gutter Runner. The rest of the time it should land fairly close. The kick-off events give some unavoidable risk to your player, but by having a far higher fan factor than the other team, the risk is minimised. Pick up the ball (at 2+ and a stock of re-rolls it will work 35 times out of 36) and head downfield. End turn. Your boosting partner now immediately ends turn and you can run in your 2 turn touchdown.

When kicking, you can use the opportunity to get some extra SPP from interceptions by getting your boosting partner to pass the ball to your Gutter Runner. Set the teams up as for receiving, with the exception of having the Gutter Runner as far forward as possible and getting your boosting partner to put their Thrower within Quick Pass range of your Gutter Runner. Place the ball in the corner nearest the Gutter Runner. If the ball lands on the field, your boosting partner ends turn immediately, you pick up the loose ball and proceed to the endzone. If its a touchback, your partner gives it to the thrower and passes the ball to the empty square just beyond your Gutter Runner for an attempted interception. If you are kicking in turn 8 or 16, set up another player next to the Gutter Runner, and instead of heading to the endzone, attempt a pass for the 1 SPP.

Levelling up
If you roll a movement or agility increase, take it. Otherwise, take skills in this order:

Sure Hands
Catch
Pass Block
Kickoff Return
Diving Catch

Mutations worth taking:
Extra Arms
Very Long Legs

It should take about 8 or 9 matches to get to 176 SPP this way.

-------Without Boosting-------
Obviously this is much tougher to do. The biggest obstacle to getting to level 7 is the unfortunate habit players have of failing dice rolls and dying. Going for extra squares to get things done quicker may be tempting, but adds much risk and should be avoided.

It goes without saying that the amount of time getting to level 7 will take is highly dependent on skill level. If you are having trouble beating the AI on a regular basis, try looking at the tactics guides on Blood Bowl sites such as BBtactics and FUMBBL.

Choosing a race:
The best race to use depends largely on your playstyle. Resilience is a huge virtue when going for this achievement. A player can only earn SPP if he stays on the field! Unfortunately tough players are often slow, and harder to level up.

Of the bashy teams Orcs are the easiest to do this with. Orc Blitzers are reasonably mobile, have AV9 and access to strength skills, so have a natural tendency to become stars in the long run.

Dwarfs and Chaos are more about strength as a unit than individual skills, and take a long time to skill up. Chaos get a lot of casualties if you use a player with Claw, Piling On and Mighty Blow (known in the Blood Bowl community as ClawPOMB), but I'd only recommend them to experienced players. Avoid Dwarfs, their lack of mobility makes quick touchdowns impossible.

Skaven Gutter Runners can amass SPP very quickly, but with Strength 2 and AV7 they tend to have short lives. A potential option, but be prepared to use the force quit method a lot, wasting time in the process.

A passing team can get lots of points through quick touchdowns, but with the drawback of lesser resilience. If their style of play suits you, elves can work well due to the ease with which they can get the invaluable Block/Dodge combo. The main choice here is whether to develop a Blitzer or a Thrower. Blitzers can have Block/Dodge after only 1 or 2 games, and adding Sidestep makes them really slippery. A Thrower is a slower build, but with AG4 all around passes are reliable, and if done deep in your own half mostly risk free. Even with a Thrower, Block and Dodge are essential skills, to aid survival.

Humans and Bretonnians: Humans are jack of all trades, master of none. its probably better to work out whether you are better at bashing or passing, and picking a race built for that.

Suggested skill progression:
Stat increases: always take them. Take AV over MA. While movement tends to be the better option in competitive play, in this case we're playing the long game and staying alive and on the field is #1. The benefits of extra strength are obvious. An AG4 Orc gives much more versatility and opens up the passing game as an option. An AG5 elf dances around opponents.

Example builds:
Orc Blitzer
Mighty Blow - this makes casualties and their associated SPP way more likely
Tackle - for assassinating Catcher types
Piling On - From what I can tell the AI never fouls. In multiplayer, the last thing you want to do is open your star player up to a gangfoul, but in solo play going prone isn't a risk.
Sure Hands - more pickups = more TDs

Doubles - Dodge

The best order is entirely dependent on your play style. For aggressive bashing, Mighty Blow and Piling On are the go-to skills, Sure Hands suits a possession game.

Elf Blitzer
Dodge
Side Step
Fend
Tackle
Jump Up

Doubles - Mighty Blow or Nerves of Steel

This build is all about survival. Strip Ball and Dauntless are useful skills in ordinary circumstances, but tend to put the player in harms way, so are not recommended for the purposes of this achievement. Its handy to have a second player with skills designed to knock the ball loose when the opponent has it (Wrestle, Strip Ball). This player blitzes the ball carrier to knock the ball free, then your star picks it up.

High Elf Thrower
Sure Hands
Block
Dodge
Accurate / Nerves of Steel

Doubles - Strong Arm (as a later skill), Pro
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