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 Post subject: Killie Bowl, Kilmarnock, 4th November
 Post Posted: Sat Apr 29, 2017 2:16 pm 
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Killie Bowl 4th November 2017

https://www.facebook.com/events/1953288424903513


Entry to Killie Bowl will be £10 for NAF members, New members to NAF will have their membership paid for. This price Includes lunch of a scotch pie and a canned drink. Please send payment via paypal as friends and family to scottdpaton@btinternet.com

The event is being held at the Memory Lane, Kilmarnock. There is free parking at the venue and surrounding area. Bus station is 10 minutes walk away. Train station is a 5 minute walk away.

What you need,
- A fully painted blood bowl team
- Two copies of team roster
- Dice and templates
-Pitch and dugouts

Tournament rules
- Blood Bowl 2016https://www.thenaf.net/wp-content/uploads/2017/05/NAF-Rules-Update-v1-3.pdf
- All 24 teams allowed
-1,100,000 gps for team creation
- Only bribes, Babes and masterchef inducements allowed
- Star players allowed after 11 rostered players.
-Swiss system resurrection tournament.

Skill selection
Teams have a number of gold pieces to purchase skills (20k normal, 30k for doubles) depending on race tier. NO stacking of skills. NO stat increases can be purchased.

Tier 1: Amazons, Chaos dwarf, Dark elves, Dwarf, Lizardmen, Norse, Orc, Skaven, Undead and wood elves 100,000 GPs

Tier 2: Chaos, Chaos pact, Pro elves, High elves, Humans, Khemri, Necromantic, Nurgle, Underworld, Slaan and Vampire 120,000 GPs

Tier 3: Halfing, Goblin and Ogre 140,000 GPs


0900 Registration and set-up
0945 Game 1
1145 Lunch
1215 Game 2
1415 Break
1430 Game 3
1630 Results and prizes.

Scoring system
-Win 3 points
-Draw 1 point
-Loss 0 points

Tie breakers will be resolved by strength of schedule.

Paid list
JackH (Spare man)
Tanzwut
Vanguard
Boobootroid
Sadface
Garrick
Sporran
fromherashes
Purdindas
Mr Bison
Awesome
gwi1874
AllyRdr
MARZM
Goldeneye
HumptyTrump
Aidhan Higgins *New NAF*
DonShula
Iain Ciplinski *New NAF*


Last edited by JackH25 on Tue Oct 31, 2017 10:11 pm, edited 11 times in total.

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Tue May 09, 2017 12:19 pm 
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Interested :)

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Wed May 10, 2017 10:28 am 
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Should be in for this, especially if it's a Killie pie. :D


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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Wed May 10, 2017 2:25 pm 
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May I enquire why: "NO more than two copies of same skill."?

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Wed May 10, 2017 4:41 pm 
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@vanguard it will be the award winning pie of the year 2017 scotch pie from Brownings.

@Carrick due to there being no restrictions on the number of doubles taken, I put it in just to save any exploitation of skill selection.


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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Thu May 11, 2017 1:39 pm 
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JackH25 wrote:
@Carrick due to there being no restrictions on the number of doubles taken, I put it in just to save any exploitation of skill selection.


Just out of interest what do you believe the possible "exploitation" to be?

Skill builds based on duplicate skills are the optimal way to make certain teams competitive, such as the Dwarfs with guard and the Lizardmen with block (possibly also Dark Elves with dodging up the blitzers but I'm not 100% sure on that). Other highly competitive teams such as Norse, Wood Elves and Undead suffer in absolutely no way in a skill set situation that sets a limit on duplication.

In this set for example I would even think twice about humans as I typically like three guard.

I'm just wondering if this was considered to the full or if this was just sort of an arbitrary restriction placed on the rules pack for the sake of it, or to avoid the spectre of guard dwarfs everyone seems to be irrationally hysterical about?

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Thu May 11, 2017 3:40 pm 
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nonumber wrote:
JackH25 wrote:
@Garrick due to there being no restrictions on the number of doubles taken, I put it in just to save any exploitation of skill selection.


Just out of interest what do you believe the possible "exploitation" to be?

Skill builds based on duplicate skills are the optimal way to make certain teams competitive, such as the Dwarfs with guard and the Lizardmen with block (possibly also Dark Elves with dodging up the blitzers but I'm not 100% sure on that). Other highly competitive teams such as Norse, Wood Elves and Undead suffer in absolutely no way in a skill set situation that sets a limit on duplication.

In this set for example I would even think twice about humans as I typically like three guard.

I'm just wondering if this was considered to the full or if this was just sort of an arbitrary restriction placed on the rules pack for the sake of it, or to avoid the spectre of guard dwarfs everyone seems to be irrationally hysterical about?

+1

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Thu May 11, 2017 4:04 pm 
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The idea for the comp was that I believed that it would create skill diversity instead of the 'classic' choices. I felt that is was tier 3 teams that suffered the most from the restriction, even though I would love to have 4 block ogres.


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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Thu May 11, 2017 4:27 pm 
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JackH25 wrote:
The idea for the comp was that I believed that it would create skill diversity instead of the 'classic' choices. I felt that is was tier 3 teams that suffered the most from the restriction, even though I would love to have 4 block ogres.

Not too late to modify this restriction out :wink:

TBH Tier 3 teams need every advantage they can get.

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Fri May 12, 2017 9:02 am 
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JackH25 wrote:
The idea for the comp was that I believed that it would create skill diversity instead of the 'classic' choices. I felt that is was tier 3 teams that suffered the most from the restriction, even though I would love to have 4 block ogres.


I see. This is in no way a criticism and I wish you all the luck for the tournament I just think it's good to consider things to the full before they make it into a rules pack.

Again, for some of the strongest races in the game skill diversity IS the "classic" choice. Wood Elves - Strip Ball, Tackle, Leader, Wrestle, Block. Undead - Guard, Guard, Tackle, Mighty Blow, Block Wrestle. Norse - Guard, Guard, Block, Block, Mighty Blow, Dodge... all pretty much the optimal skill selections (some discussion here and there) for some of the top competitive teams in the game in NO WAY affected by this skill restriction.

Basically, by restricting skills all you're doing is making certain teams weaker (neither of which are the top two statistically, Undead and Wood Elves.)

Just for the record you are by far NOT the only tourney with such restrictions, but as this happened to be the tourney I was looking at I thought I'd bring it up :lol:

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Fri May 12, 2017 5:55 pm 
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nonumber wrote:
JackH25 wrote:
The idea for the comp was that I believed that it would create skill diversity instead of the 'classic' choices. I felt that is was tier 3 teams that suffered the most from the restriction, even though I would love to have 4 block ogres.


I see. This is in no way a criticism and I wish you all the luck for the tournament I just think it's good to consider things to the full before they make it into a rules pack.

Again, for some of the strongest races in the game skill diversity IS the "classic" choice. Wood Elves - Strip Ball, Tackle, Leader, Wrestle, Block. Undead - Guard, Guard, Tackle, Mighty Blow, Block Wrestle. Norse - Guard, Guard, Block, Block, Mighty Blow, Dodge... all pretty much the optimal skill selections (some discussion here and there) for some of the top competitive teams in the game in NO WAY affected by this skill restriction.

Basically, by restricting skills all you're doing is making certain teams weaker (neither of which are the top two statistically, Undead and Wood Elves.)

Just for the record you are by far NOT the only tourney with such restrictions, but as this happened to be the tourney I was looking at I thought I'd bring it up :lol:

It used to be a common rule in Scotland but all the other tournaments dropped it for the reasons you have outlined above.

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Fri May 12, 2017 7:37 pm 
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Interested :)

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Mon May 22, 2017 5:25 pm 
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Definitely interested as not too far from EK. Just need to be sure I'm off work.

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Thu Jun 08, 2017 11:07 am 
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Me and the lads may make the trip north for this.

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 Post subject: Re: Grumpy Goblin, Kilmarnock, 4th November
 Post Posted: Thu Jun 22, 2017 4:05 pm 
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The more the merrier. Have space for up to 40 people. Have had to change venue as previous one has been sold. Original post has been updated with the info. Thanks.


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