Field Goals

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Da Crusha
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Field Goals

Post by Da Crusha »

Hey guys we were thinking about allowing field goals in our league so there won't be so many Tie games. it would work like this:

if you are past the line of scrimmage you may attempt a field goal. you use the same modifiers as for throwing the ball, fumbles, interception, etc.... measuring to outside of the pitch behind the Touchdown squares not including the wide zones. you will make a field goal only if the kick is accurate. if you have the kick skill you get +1 modifier. the field goal is worth .5 point. if the kick is inaccurate your opponent gets the ball and you guys start a new drive. in either case rather your opponent gets the ball.

I could see how this could be an easy .5 point for elves and could also be disastrous for secret weapons (suggestions needed).

we just thought about these rules and realize there are problems with balance and stuff. give me your opinions and suggestions please. on another note this is our first league and we are not veteran coaches by any means.

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Urb
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Re: Field Goals

Post by Urb »

Interesting suggestion. Could allow for many more mechanics to current and new skills. Kicking skill, block attempt, modifiers for long legs or big guys. I think overall the way points are awarded would have to be modified as well similar to american football. There is a reason field golds are less than 1/2 the points of a touchdown. Perhaps a new game entirely.

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Da Crusha
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Re: Field Goals

Post by Da Crusha »

we could try 1/3 point rather than 1/2 point that would probably be a bit more balanced.

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plasmoid
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Re: Field Goals

Post by plasmoid »

Or it could just be a tie-breaker.
I.e. in case of a TD-tie, most field goals win.

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tzoscey
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Re: Field Goals

Post by tzoscey »

the secret weapons should not be expelled after a field goal, only after a touchdown
if you make this home rule, just make a 2 point value for touchdown (or three, or two points plus a field goal roll), and 1 point for the field goal

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WildDogs
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Re: Field Goals

Post by WildDogs »

the ref could be watching the ball sail through the sky whilst the weapons are hidden

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Re: Field Goals

Post by Greyhound »

Consider that the drive is not over when you kick a field goal and therefore no Kick off event on the next kick off.

Since the drive does not end, there is no KO roll or blistering heat rolls, it limits any cheese power play, and there is no potential benefit from this kick apart from stopping the draws.

The only risk I can see is that it would be the following scenario.
Team A kicks and manage to take the ball (Blitz! event, they have leap... the classic unpreventable cheese, sh... happens). They score on turn 3. You score back on your turn 8... and you setup again and they have only one turn, it would be relatively for skavens or wood elfs to get that ball within a 3+ kicking field goals.

Basically it's very easy for a few teams to have a one turn field goaler.
Also Nurgle and Khemri thrive on draws.

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Darkson
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Re: Field Goals

Post by Darkson »

Do a search, and you'll find Chet's (?) old kicking rules, that at one point were experimental for possible inclusion in the rules.
(Of course, they used to be osted on Galak's page, until Granny got her knickers in a twist :roll: )

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