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 Post subject: UltraBowl Restrictions input/debate
 Post Posted: Thu Mar 02, 2017 12:51 pm 
Experienced
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Location: Copenhagen, Denmark
Hi

I´m planning to do a one day turnament with 4games, but I want to take a more out of the ordinary, fun and i some sence ballanced approach. Ballanced in the sence that every team has something to offer.
I´d really like if all teams had a chance of preforming well, and at the same time I really wanted to try a larger team value cap.

The idear is to have everybody field a team with team value 1800.
Everything allowed. Star players, inducements, hot pot, wizard, special play cards, what ever you like. Maybe even grak and crumbleberry. (its mostly meant to be fun and crazy)
If you want to field a +mv + s wardancer, do it. If you want a ogre team with 6 block ogres, do it. If you want the hail marry pass bombadier with gobos, do it. If you want to field an underworld team full of horns two heads gobos, do it.
What ever crazy team you can come up with, go ahead and do it.

The only restrictions whould be no more than one of each stat increases on each player, and no more than 3 improvements per player (skill + stat increase).

What do you think?

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 Post subject: Re: UltraBowl Restrictions input/debate
 Post Posted: Thu Mar 02, 2017 1:18 pm 
Legend
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hmmm....

Dwarfs....
6 Blockers with Guard
2 Runners with Block, Guard and +ST
2 Blitzers with Guard and +ST
2 Troll Slayers with Guard, Mighty Blow and +ST
4 Rerolls
= 1,800,000gp


That will happen :(

Of course you can encourage everyone to get in the spirit of things, but if the rules allow it....

A high TV tourney should be fun and you should see lots of variety, but the above monster may ruin fun for a lot of people. I don't want to put you off, but just bear this in mind.


edit: the above can be countered by a ClawPoMb team, which is then countered by an AV7+ Fend team. The whole thing is Rock, Paper, Scissors, Lizard, Spock.....

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 Post subject: Re: UltraBowl Restrictions input/debate
 Post Posted: Thu Mar 02, 2017 1:59 pm 
Experienced
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well, its still just a super slow bashy team without claws.

Is it that broken good?

I think all teams have some crazy stuff to pull of but are any team able the become unstoppable? That whould be my biggest concern with the high TV cap.

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 Post subject: Re: UltraBowl Restrictions input/debate
 Post Posted: Thu Mar 02, 2017 2:56 pm 
Legend
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If you can, take a look at the high TV teams on FUMBBL and Cyanide. That should give you an idea of what to expect.

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 Post subject: Re: UltraBowl Restrictions input/debate
 Post Posted: Thu Mar 02, 2017 3:00 pm 
Emerging Star
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I've been thinking about doing something similar to be honest.
I like the idea of something around 1.75-1.8m (mostly because I want an ogre team with 8 ogres and a goblin...).
I think you have to limit the stat increases and skills a bit. Some ideas I had were:
  • limit each player to e.g. 70k of increases - so you can have +ST and a skill, or 3 skills, but nothing too crazy
  • limit how many of each "skill roll" you get - e.g. imagine a perfect set of 2D6 rolls, say each coach gets 36 increases, which are spread as each possible roll... so 1 +ST, 2 +AG, 3 +AV/MA, etc. Problem is, that gets very tricky to work out very quickly...

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 Post subject: Re: UltraBowl Restrictions input/debate
 Post Posted: Thu Mar 02, 2017 4:01 pm 
Experienced
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Location: Copenhagen, Denmark
The thing is that I want it to be very simple.

A max of 3 increases limits you to not fielding a roster full of level 6 guys.

Sure you could meet s4 wardancers but wardancers are allready crazy at a low team value.
The high team value is just going to give every team some options. Thus making "late bloomers" viable aswell.

Haflings with pro, block, throw on both treemen, sure. :lol:

One of the reasons I thought about allowing grak and crumbleberry was that they are not Clawbomb - block dice oriented which alot of teams might develop towards.

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