Secret Weapons in your league?

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bound for glory
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Secret Weapons in your league?

Post by bound for glory »

Anyone using the old secret weapons rules?

Our league, The Thursday Night Hero's, are playing secret weapons rolls a la 3rd ed. When the new edition broke, we put it to the vote, with the "core" of our club(12 players) voting 12 to 0 in favor of the 3rd ed way of it.

I was kinda leaning to the "new" way, and I was a bit bothered that no one even wanted to play our "pre season" matches with the new way of doing it, but it does seem more with the fluff to play the secret weapons roll. And I have to agree.

Anyone else doing it the old way? Any thoughts?

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Re: Secret Weapons in your league?

Post by faust_33 »

I've been playing Fumbbl, which uses the rules as if you had a Coach miniature. You can 'argue the call' when your Secret Weapon gets sent out, on a 6 they stay in. Anything else they get sent out and on a 1 you get a penalty to Brilliant Coaching Kickoff result and your Coach is banned from the game.

It's a little random, but I'm used to it more or less. I had one game where my Coach successfully argued the call twice, and my Death Roller stayed in for two drives!

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Re: Secret Weapons in your league?

Post by harvestmouse »

With the Stunty division on FUMBBL each secret weapon had its own roll. In a division where secret weapons play a major part it was important to give each weapon a bespoke sending off roll. I have no idea if this is still the case with the new client. However it is the best way, isn't it? As no 2 weapons are equal. So I think the old old way is better. Newer versions are more streamlined, which isn't so necessary for veteran coaches used to and liking older, more complex version.

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Re: Secret Weapons in your league?

Post by garion »

faust_33 wrote:I've been playing Fumbbl, which uses the rules as if you had a Coach miniature. You can 'argue the call' when your Secret Weapon gets sent out, on a 6 they stay in. Anything else they get sent out and on a 1 you get a penalty to Brilliant Coaching Kickoff result and your Coach is banned from the game.
This is currently the official rules.

Sadly the people writing this rule set didn't bring Secret Weapon rolls back. Its a real shame as SW rolls were great and something that pretty much everyone I've ever spoke with wants back in the game other than people that do not play with goblins.

I play in leagues with SW rolls and without. Some leagues stick religiously to the core rules, some do not.

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Re: Secret Weapons in your league?

Post by bound for glory »

We are playing with the SW rolls, and that is working out. As I said, we are a group of older players.

Heck, our league was playing during 2nd ed. Yeah, we are sticking with the 3rd ed SW rolls. Its alot more "fluffy" and TBH fun, to imagine that that DEATHROLLER was allowed to stay in the game because of a bribe. :D

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Re: Secret Weapons in your league?

Post by Darkson »

SW rolls have long been in my personal LRB - was always a negative point in the LRB5+ for me.
If it ever gets back to the point where I have a regular BB league then they will be house-ruled back in.

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Re: Secret Weapons in your league?

Post by Vanguard »

Anyone have a link to these SW rules as they were? (LRB4 was it?)

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Re: Secret Weapons in your league?

Post by Domfluff »

The old rules date back to the release of third edition. Each weapon had a 2d6 roll after a drive to be thrown off the pitch.

Deathrollers were 7+, Chainsaws, bombs and Ball and chains were 8+, Poisoned Daggers, Blunderbuss and Pogo sticks were 10+

(Therefore weaker weapons were more likely to stay on. Pogo Sticks justified as being too popular to send off most of the time).

Speaking as someone who plays Goblins quite a bit, I really like the current rules. It changes how Goblins play aignificantly, but it's a lot more predictable and controllable, which I'm definitely in favour of, and allowed for rostered weapons, which are the best thing to happen to Goblins ever.

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Re: Secret Weapons in your league?

Post by faust_33 »

Interesting, didn't know that different Secret Weapons had different rolls. Guess that makes sense, as a Death Roller can be way more effective than an unreliable Chainsaw, Bomb, etc.

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Re: Secret Weapons in your league?

Post by ugrosh »

Perhaps the arguing the call in the new edition, predate the return of SW rolls, in further Dz´s.

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Re: Secret Weapons in your league?

Post by bound for glory »

Darkson wrote:SW rolls have long been in my personal LRB - was always a negative point in the LRB5+ for me.
If it ever gets back to the point where I have a regular BB league then they will be house-ruled back in.
So what are you saying, Simon? Do you like the 3rd ed Secret Weapons rolls? Thats what we use.

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Re: Secret Weapons in your league?

Post by Darkson »

Yep, I argued to keep them in the days of the Vault and JJ's changes to what became LRB5 (along with many other things) but he was all about "keeping things simple", hence the one roll.
(I still have Traits and Razor Sharp Claws in my personal LRB...)

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Re: Secret Weapons in your league?

Post by bound for glory »

Well, our club had said its more in line with the "fluff" of the games background. The idea that the nutjob with the BOMBS is staying in because the Ref was paid off is LOL crazy shit no matter which way you cut it.

And I think JJ got it right with the rolls themselves, too. The dagger is low because the Elf what stabbed you with it then hid it in his cloak, while the DEATHROLLER(which is HILARIOUSLY Blood Bowl) is trundling off because, well, its a 3 ton piece of machinary, and never you mind those blood smears...

The idea of a Goblin trying to start his chainsaw makes me laugh EVERY. TIME.

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Re: Secret Weapons in your league?

Post by kyrre »

Darkson wrote:(I still have Traits and Razor Sharp Claws in my personal LRB...)
What are these traits you speak of? What ruleset?

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Re: Secret Weapons in your league?

Post by harvestmouse »

kyrre wrote:
Darkson wrote:(I still have Traits and Razor Sharp Claws in my personal LRB...)
What are these traits you speak of? What ruleset?
Some skills could only be taken on a double and only open to players who have access to that skill set on a regular roll. For example dauntless was a trait, and only open to players that had G access on regular rolls.


Re: Darkson. So do I, but I get traits on a roll of 8, rather than doubles (to vary things) and RSC can only be taken by players that have no hands (i.e. I'm tailoring it for one of my khorne teams).

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