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Re: ARBBLRB

Posted: Fri Mar 02, 2012 9:14 am
by Hitonagashi
Goblin with ST 3? Do a nobbla and drop him to ST2 dodge...and don't let Orcs have him :D. Orcs are too good as it is without a 3+ dodge to stab a wood-elf/skink etc carrier regardless of TZ...

Re: ARBBLRB

Posted: Fri Mar 02, 2012 2:22 pm
by Darkson
Urgh - brain fart moment - to much speed typing. Of course it's ST2 Dodge. :oops:

Re: ARBBLRB

Posted: Fri Mar 02, 2012 2:34 pm
by Hitonagashi
I still think he's too good for orcs to have. Stunty stab blitzes shouldn't be an option for them.

Re: ARBBLRB

Posted: Mon Mar 12, 2012 9:23 am
by Darkson
Something else that popped into my head whilst trying not to laugh at another cupcake thread.

Scatters from an inaccurate pass is changed, so that Quick and Short Passes scatter twice, Long passes scatter the normal 3 times, and Long Bombs scatter 4 times.

Re: ARBBLRB

Posted: Tue Mar 13, 2012 9:27 am
by garion
Darkson wrote:It's meant to be the first way Hito mentioned but:

a) I knew what I meant, which is not always the best way to explain things
b) I was typing in a hurry, and jumping around my post
c) I need a clear way to explain it!
What about wording it something like this -

Guard gives adds +1 St when working out assists for the player Blocking even when the Guard player is in an opponent's tackle-zone. When being Blocked a Guard assist subtracts -1st from the Blocking player even when the player with Guard is in an opponents tackle-zone.

I think thats what you mean? Obviously it could be worded better but I think that is right?

Re: ARBBLRB

Posted: Thu Mar 15, 2012 2:52 am
by Darkson
Goblin killa plays for goblins only - fluufy for Orcs, but as said, they don't need it.

Still thininking on the Guard wording.


Flame War Dwarf roster:

0-4 Longbeards - as current
0-2 Blitzers - as current
0-2 Runners - as current
0-2 Slayers - Block removed, replaced with Juggernaut
0-12 Linemen 5/3/2/9 Wrestle, Thick Skull GS/PA (price - errr....)

Re: ARBBLRB

Posted: Wed Mar 28, 2012 10:52 am
by Darkson
Darkson wrote:Ogres: Ogres cost reduced by 10K, Snots MA6 for free
More and more not convinced with this - the Ogre cost reduction I'm happy with, but I'm moving away from the MA6 Snotlings - just seems "wrong".

(And they're not sotlings anymore, they're Gnoblars. :P ).


Actually...

0-2/4 Snotlings added to the goblin team - hmmm....

Re: ARBBLRB

Posted: Thu May 31, 2012 8:02 pm
by Darkson
On skills, more thoughts.

Skills 1 & 2 cost normal (though remember I will be using the "trait" rule as posted in the OP)
Skills 3, 4 & 5 have an additional 10K "surcharge"
Skill 6 has an additional 20K "surcharge"

So if a goblin took Catch, as either it's first or 2nd skill it will cost 20K, as it's 3rd, 4th or 5th skill it would cost 30K and as it's 6th skill, it would cost 40K.

This will penalise min/maxing, as 6 skills spread over 6 players (or 3 2-skill players) will cos less than having 5 unskilled and an uber-player. Although I don't find this a problem in our TT games, always a good idea to have the barriers in place (also is a soft nerf to CLAWPOMB).

Re: ARBBLRB

Posted: Fri Jun 01, 2012 6:30 pm
by garion
Darkson wrote:On skills, more thoughts.

Skills 1 & 2 cost normal (though remember I will be using the "trait" rule as posted in the OP)
Skills 3, 4 & 5 have an additional 10K "surcharge"
Skill 6 has an additional 20K "surcharge"

So if a goblin took Catch, as either it's first or 2nd skill it will cost 20K, as it's 3rd, 4th or 5th skill it would cost 30K and as it's 6th skill, it would cost 40K.

This will penalise min/maxing, as 6 skills spread over 6 players (or 3 2-skill players) will cos less than having 5 unskilled and an uber-player. Although I don't find this a problem in our TT games, always a good idea to have the barriers in place (also is a soft nerf to CLAWPOMB).
Same as my rules again :D

if your not careful your rules are going to look very similar to mine ;)

what are your thoughts on bringing back the extra skill again?

Re: ARBBLRB

Posted: Fri Jun 01, 2012 8:11 pm
by Darkson
Tbh, I'm easy come, easy go - I think I had one player ever make it to 7 skills in all the BB formats I played, so it's not as if it's something I ever really missed. Add in that our league only ever plays short seasons (probably never more than 15 games before play-offs), and although we allow it, we've never had anyone roll over a team, it's not something I'd ever expect to come up.

Re: ARBBLRB

Posted: Fri Sep 07, 2012 2:39 pm
by Darkson
From a Danton post on the Cyanide forum:

DE Assassin 7/2/4/7 - hmmm......

ARBBLRB

Posted: Fri Sep 07, 2012 6:45 pm
by Shteve0
Darkson wrote:Goblin killa plays for goblins only - fluufy for Orcs, but as said, they don't need it.

Still thininking on the Guard wording.


Flame War Dwarf roster:

0-4 Longbeards - as current
0-2 Blitzers - as current
0-2 Runners - as current
0-2 Slayers - Block removed, replaced with Juggernaut
0-12 Linemen 5/3/2/9 Wrestle, Thick Skull GS/PA (price - errr....)
0-12 Dwarf Rookie 4328 Block, Stunty, Thick Skull G/SPA 50k

Re: ARBBLRB

Posted: Mon Sep 10, 2012 1:19 pm
by gandresch
The dwarf roster is difficult to change. If you take away Tackle the team has a hard time to defend against tons-of-Dodge-teams like elves and so on where it has been one of their best weapons until now. The change Block->Wrestle on the Slayers is a good one, making the Beards limited in number isn't.
Perhaps an additional position might be good. Some faster player (ma5 oder 6) with av8 and perhaps Diving Catch, 0-2... This will lead to less Beards on the pitch during the offense and makes the team more variable facing different opponents.

Guard:
I think that the current Guard skill is way too good (some others are, too, but here it's about this one alone) and should be somehow negatable. There are two options to face the problem:
1. You limit the effect of the skill itself. Perhaps it only works if the player is in less than 3 opposing TZ or it only works on blocks for (active) players who are adjacent to their teammate, so that the Guard player has to be positioned different.
2. There is a skill that cancels Guard. I would propose a passing skill that works on 2+ to negate all adjacent Guard skills of the opposing team.

gan

Ps: I don't like the idea of traits or "more expensive skills"

Re: ARBBLRB

Posted: Mon Oct 15, 2012 1:05 am
by Darkson
gandresch wrote:Ps: I don't like the idea of traits or "more expensive skills"
That's ok, I know these rules won't appeal to many, if any, outside our group.
Of course, if I win the lottery and buy the BB IP off GW, you'll have to learn to like it. ;)


Fom the other thread, I (re-)introduce Black or "Proper Chaos" Dwarfs:

0-12;Black Dwarf 60k 5/3/2/9 Block, Thick Skull GS/APM
0-2 Thrower 80k 5/3/3/8 Pass, Sure Hands, Thick Skull GP/ASM
0-2 Blitzer 100k 6/3/3/9 Block, Strip Ball, Thick Skull GS/APM
0-2 Boar Centaur 90k 6/3/2/9 Sure Feet, Sprint, Break Tackle, Thick Skull GS/APM
0-1 Big Guy from Ogre, Troll or Minotaur

Reroll 60K

Stars would be Flint, Zzharg, Boomer, Morg and 2 others - probably Chaos Stars.


Pricings may need looking at, as these were designed for a LRB4-era league (and the Boar Centaur had a MBBL2-only skill, that I've swapped for BT).

Re: ARBBLRB

Posted: Mon Oct 15, 2012 1:10 am
by Darkson
And I'd bring back the Runesmith (and Black Runesmith for above).