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 Post subject: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 2:30 pm 
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Once you have brought together the Blood Bowl rulebook, Death Zone Season One, Teams of Legend PDF and Errata, you have the following:

From Blood Bowl
• Only what you need to play humans vs orcs in a one-off game
• 4 minute turn limit and Illegal Procedure are moved into optional
• Human Catchers are 60k
• 4 stars: Morg, Griff, Mighty Zug and Varag
• Some skills are shortened due to restricted use in the basic game (then explained fully in DZ)
• Two new Special Play card decks and teams get 1-3 cards (amended in DZ)
• Pitch and range ruler is bigger but understood to be the exact same scale

From Death Zone Season One
• 7 additional rosters: Skaven, Dwarf, Nurgle, Dark Elf, Wood Elf, High Elf and Elf Union (Elf/Pro Elf)
• 6 additional stars: Hakflem, Grim, Roxanna, Jordell, Eldril and Prince Moranion (see errata)
• New Star for Nurgle only – Guffle Pusmaw 5349, 210k (not 110k, see errata), Loner, FA, Monstrous Mouth (cannot be stripped and gets the catch skill), Nurgle’s Rot
• Nurgle Warriors and Beast of Nurgle are now Bloaters and Rotspawn, respectively
• Bloodweiser Babes are renamed Bloodweiser Kegs
• MVP is randomly assigned to one of three selected players
• On sending off (a Foul or Secret Weapon), the Head Coach can Argue the Call. On a 1, Head Coach also sent off & -1 to Brilliant Coaching thereafter. On a 6, player is only sent to Reserves. Turnover still applies (see Q&A)
• Piling On moved to optional and needs Team Reroll to use
• Piling On, Claw, Grab & Wood Elf Treemen have other changes (although see errata)
• Gutter Runners have Weeping Dagger. If they cause a Badly Hurt during a block, player is MNG on 4+
• Some skills/inducements missing but added in Teams of Legend. Fan Favourite and Stakes not in game
• No wizards
• Spiralling Expenses now optional
• Amended rules about drawing & discarding special play cards. Extra cards cost 100k
• Extra league rules on Expensive Mistakes (discouraging large sums of cash), the Off-Season and Re-Drafting for future seasons. Full rules on pages 25-27
• It’s 2493-2494 season (aside from small temporal anomalies)

From Teams of Legend PDF
• Remaining 12 CRP teams covered PLUS Underworld Denizens (Underworld) and Chaos Renegades (Chaos Pact). Document includes some name changes to positional and races
• Animosity, Ball & Chain, Chainsaw, Bombardier, Bloodlust, Titchy, Raise the Dead, Goblin bribes and Halfling Chef all covered
• Treemen on a Halfling roster have Timmm-ber skill and can receive assists to stand up. +1 for each assist from those not in a tackle zone. A 1 is still a failure

Errata
• Piling On still needs a Team Reroll and is optional. Modifiers still apply, though. Claw and Grab skills returned to CRP versions.
• Timmm-ber removed from Wood Elf treemen (only Halfling Treemen have it)
• Confirms Weather roll before inducements and then coin toss (as per CRP)
• Guffle’s cost, Hakflem’s stats and Roxanna’s leap confirmed. Roxanna confirmed as available for Amazons

So Overall Differences from CRP
• 23 teams and 10 CRP stars + Guffle. Human catchers now 60k, Halfling treemen have Timmm-ber, Gutter Runners have Weeping Dagger, Argue the Call, Piling On requires a TRR, No Wizards, Special Play cards
• And in addition, for league play: MVP random from 3 players, Expensive Mistakes, Offseason & Redrafting


[Edit by Darkson]
Errata and Teams of Legends pdf can be downloaded from http://www.bloodbowl.com/

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Last edited by Darkson on Sat Nov 26, 2016 8:33 am, edited 2 times in total.
Added link to BloodBowl.com


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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 3:04 pm 
Legend
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Nice.

This needs a sticky.

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 3:06 pm 
Kommissar Enthusiasmoff
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And how it applies to NAF tournaments: http://www.thenaf.net/2016/11/bb2016-an ... urnaments/

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 3:08 pm 
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The NAF have posted an official position, which is essentially "TO's discretion":
http://www.thenaf.net/2016/11/bb2016-an ... urnaments/

...it would be good to know fairly soon what the decisions are for the NAF Champs since I expect that will set the general tone for other NAF tourneys.

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 3:09 pm 
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Ninja'ed.

The point about how they make the choices for the Champs still stands though!

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 3:15 pm 
Kommissar Enthusiasmoff
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Of course. But no rush for the moment.

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 3:51 pm 
Da Spammer
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I like the return of Argue the Call.

I also like the return of help for Halfling Trees to stand up, but I do think that Goblins and (especially) Ogres have been a bit shafted in the Stunty Cup stakes - Halflings were already the slightly better Stunty team and they got a boost, while Ogres (who were already the worst performing) got nerfed by the PO change. :(

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 3:56 pm 
Legend
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Darkson wrote:
...while Ogres (who were already the worst performing) got nerfed by the PO change. :(

Ogres will no longer be the go to team for a coach playing for Most CAS.

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 4:01 pm 
Da Spammer
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The 16 Snotling...sorry, Runts team looks like it might actually be a better bet now. ;)
The PO Ogre team will always have a home at ARBBL though - I'll be adding a tournament rule that removes the (stupid) TRR need from PO.

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 4:04 pm 
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Darkson wrote:
Ogres have been a bit shafted in the Stunty Cup stakes(


How much does Argue the Call affect the balance though? A buff to fouling for the team with the cheapest players might make a difference.


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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 4:07 pm 
Da Spammer
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Not enough to balance the PO nerf, especially when you consider that Halflings and Goblins will be using the same AtC buff.

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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 4:50 pm 
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So piling on takes a team reroll now, eh?

Hunh. That's interesting. And it can't be modified by "Any other skills".

So... With stunty being an Extraordinary skill, that actually means my gobbos are a lot tougher against piling on than they used to be. That's a thing.

Not that people used to place their super-expensive players prone around my goblins very often. But now they have even less reason.


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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 4:54 pm 
Ex-Cyanide/Focus toadie

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Scrappa wrote:
So piling on takes a team reroll now, eh?

Hunh. That's interesting. And it can't be modified by "Any other skills".

No, they still stack.


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 Post subject: Re: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 4:55 pm 
Da Spammer
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Scrappa wrote:
Hunh. That's interesting. And it can't be modified by "Any other skills".

Check the Errata. ;)

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 Post subject: Blood Bowl - the full list of changes
 Post Posted: Fri Nov 25, 2016 6:51 pm 
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Thanks for the compilation

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