Narrow Tier BB - 2012

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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plasmoid
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Re: Narrow Tier BB - 2012

Post by plasmoid »

Hi Dode,
- CWs may take claw, but I didn't think you had an issue with claw: I thought it was the effect of MBPO on AV7 which was the problem. Will people put CWs on the ground so readily.
You mean CDs, right?
And I do think people will put them on the ground, because POMBav7 is that good. Heck, they even stort with Blackle for efficiency, and TSkull to deter fouling.
I'll happily restate my position:
Claw isn't broken in itself.
But POMB against AV7 is overpowered.
And Claw extends that to affect everyone.
- Slaughter begins on the LOS with any bash team.
Indeed. My point being that targetting the blitz action is going to have limited effect, if the LOS is still torn apart.

So, to summarize, I'd have no problem with a (house ruled) change to Horns. I just don't think it would resolve the issue entirely, so something else would be required on top.
Cheers
Martin

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dode74
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Re: Narrow Tier BB - 2012

Post by dode74 »

No, I meant CWs - I was referring to "And I'd still expect the Warriors to take some claw anyway" by you. I don't see a massive issue with the CD cas rate (>1800TV Chaos=4.23, Nurgle=3.91, CD=3.43, Underworld=3.14, Dwarf=3.14, Pact=3).
I'll happily restate my position:
Claw isn't broken in itself.
But POMB against AV7 is overpowered.
And Claw extends that to affect everyone.
Well aware of that :)
My point is that looking at MBPO vs AV7 may be looking at a symptom instead of the problem. Is anyone complaining about Pact, Orcs or Dwarves against AV7 players? They too have large numbers of GS access players and take MBPO a lot; the difference is the ST4 blitz.

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Re: Narrow Tier BB - 2012

Post by DoubleSkulls »

plasmoid wrote:Right - this won't make it into NTBB, but - I thought some more about that last idea.

I suppose I'd go something like this:
MG: Foul Appearance, Disturbing Presence, Very Long Legs
MS: Horns, Tentacles, Prehensile Tail
MA: Claw, Big Hand, Two Heads
MP: Extra Arms

...off the top of my head.
I like how it restricts access a bit, and adds a +10K fine to those players that are lucky enough to roll up those doubles.

Cheers
Martin
Just make Big Hand MP, then you've 2 or 3 in each category, and it makes Big Hand a little bit tougher for Gutter Runners.

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Re: Narrow Tier BB - 2012

Post by adhansa »

But all mutations would still require doubles for Gutter Runners, since mutations already requires doubbles for them. Only for players with normal roll mutations it would mean more restrictions. Or have i missinterpeted it?

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Re: Narrow Tier BB - 2012

Post by plasmoid »

Hi Adhansa,
doubles would allow you to ignore one restriction. So:

Gutter Runner (G, A) requires doubles to take mutations. On a doubles roll, he'd be restricted to G & A Mutations.
Beastman has G, S on singles and mutations on singles, meaning he can take G & S mutations on singles. He'd need a doubles roll to take P & A mutations.
Cheers
Martin

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Re: Narrow Tier BB - 2012

Post by DoubleSkulls »

I like adhansa's version better.

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Re: Narrow Tier BB - 2012

Post by plasmoid »

Hi Doubleskulls,
I have no problem with either one. My original suggestion was more restrictive, but I can see advantages in both.

Cheers
Martin

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Re: Narrow Tier BB - 2012

Post by plasmoid »

Hi Dode,
short reply:
Yes, I do think people will happily put CWs on the ground, the fouling rules being what they are.
And yes, I do think people are complaining about the bash intensity against soft teams - I belive you know the song "plight of the hybrid teams" :wink:, (which is just to say that nobody feels bad for the elfs :lol:)
Cheers
Martin

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Re: Narrow Tier BB - 2012

Post by plasmoid »

Hi all,
damn - missed this one.
On my doubles-PiOn, Koadah said:
You can only pile on on 1/6? Don't like it at all.
Heh, looking at the numbers, it ain't worthless.
It kicks in less frequently, but it delivers quite a kick.
Also, skills that add a +1 modifier only works 1/6 of the time .

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Re: Narrow Tier BB - 2012

Post by legowarrior »

Any updates?

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Re: Narrow Tier BB - 2012

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Re: Narrow Tier BB - 2012

Post by dode74 »

Why no thick skull on TGs? Without it they're going to spend a lot longer off the pitch than they did at AV9/Decay.

AV9, Decay, Regen is about the same off-pitch odds as AV8, Thick Skull, Regen, but with greater odds of permanent injury, but less time stunned:

Code: Select all

Odds from the point at which an AV roll needs to be made:
             AV9 Decay Regen  |  AV8 TS Regen
AV break      16.667          |   27.778
Stunned        9.722          |   20.062
KO             4.167          |    3.086
Cas            1.389          |    2.315
Off pitch      5.556          |    5.401
Career ender   0.463          |    0.386

Career ender = -MA, -ST, Dead.
Where this will come into real effect is vs claw, when the TG will leave the pitch 5/36 times less due to thick skull (6/36 if MB is available for the injury roll).

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Re: Narrow Tier BB - 2012

Post by Jimmy Fantastic »

I think narrow tiers is more or less impossible without a serious overhaul to all the rules.
AG4 teams are just too good, plain and simple.

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Re: Narrow Tier BB - 2012

Post by plasmoid »

Perhaps.
Personally I think that when teams are no longer forced to spend most skill picks protecting their players, they can start taking skills that target the elves. DT on doubles used to be all the rage 8)

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Re: Narrow Tier BB - 2012

Post by garion »

Jimmy Fantastic wrote:I think narrow tiers is more or less impossible without a serious overhaul to all the rules.
AG4 teams are just too good, plain and simple.
+1/2 you dont get a full point though jimmy ;)

elves have never had it as good as they do right now, everything about CRP rewards the elf player really. Journeymen benefit them the most, inducements all benefit the elf teams the most, the nerf to fouling REALLY benefits elf teams the most, and CPOMB as martin points out benefits Elves the most. Also lack of traits helps elves too.

There are a number of things you can do to stop elves being stupdily good. First of all nerfing CPOMB helps because it will make people take anti elf doubles as plasmoid says, it also means there will be more tackle about.

Improving fouling a lot would also be a very big help against elves, not because of the damage it causes but instead because of the threat it poses. I can't believe how badly the bbrc messed this one up tbh. The threat of powerful fouling stopped the stupid hyerball plays we see all the time now, elves constantly leaping into cages etc... because if they did the elves would get fouled the following turn and often bh+, now elves can not only leap into cages safe in the knowledge that fouling is lame now, but they can also use Wrestle which makes popping balls free even easier, ditto with the free dauntless.
The same goes for elves man marking a cage to break it open, you used to have to pick your most opportune moment to get in, now you can just do this every turn till the ball carrier is free. You couldnt do this back in lrb4 again because the threat of fouling was so great.

Some changes to wizard were good, like not relying on ag rolls for fireball anymore, but the lightning change was another piece of complete stupidity, now elves can just bide their time and lightning the ball carrier on a 2+ pop the ball out in the open then blitz away a tackle zone and grab the ball, its far too easy. I will never understand why they thought it would be okay to do this when the previous editions "hit anywhere on the field spell" (Zap) was a 4+ roll and there was a risky scatter if you fail, which sometimes turned your own player into a toad.

Also Traits help, now elves and skaven can get frenzy and dauntless on a player or two without a double, this again makes it easier for elves to dominate in games. Dauntless for ball sacking and dealing with teams that should be using their superior strength to tie you up, and frenzy for helping with attrition, and when elves start surfing players and getting combos like MB PO JU they can bash better than dedicated bashers now. which is just plain stupid. Elves rarely had a chance to take dauntless and frenzy because 3ish guard players are so vital for their team, this made it harder for them to break teams down.
Also St players had access to the best Trait in the game which helped them big time. Now that skill has been nerfed beyond belief to a sad state of vanilla and now sits in the large pool of skilsl i almost never see anymore.

So I do think elves will always be top tier (you got 1 point for this jimmy), but starting with those three or four areas is a good place to start to nerf the elves a bit and this would make a big difference right off the bat without having to overhaul anything (this is where you lost 0.5) ;)

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