Just an idea...
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- Thadrin
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Just an idea...
A double pow or double dodge-pow on a block gives +1 to the ensuing armour roll.
More cas = more player turnover = more blood back in blood bowl.
Probably stupid, but I wanted to throw it out there for debate, critcism and flames and so on.
More cas = more player turnover = more blood back in blood bowl.
Probably stupid, but I wanted to throw it out there for debate, critcism and flames and so on.
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- Ghost of Pariah
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- Ghost of Pariah
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I'm thinking about running a PBeM league over my summer break. I'm not really interested in running a normal league cuz I was thinking about trying out a Goblin Tribal Leeg. (I'm working out what I see as bugs in the printed rules slowly)
Anyway, I don't think the net is saturated with normal leagues this summer I might give it a go.
Anyway, I don't think the net is saturated with normal leagues this summer I might give it a go.
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- BullBear
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- Balrog
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We still play it this way, it works.BullBear wrote:How about putting MB back to the way it reads in the 3rd rulebook, LOL!!! (Maybe I can get reamed again!)
No way, it skews the injury stats too much. Sigurd's is one of the best rules to ever have been added to BB.BullBear wrote:I also think getting rid of sigurd's, now that ST skills are toned down, should work.
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- roysorlie
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Yeah, great. So we can make absolutely sure nigglers get fired right away.Skummy wrote:I'd really love to see a league try out the "niggles give +1 to the injury roll" idea. That would put a little more bite into the game.
But seriously, I'd be willing to tweak up the on field damage a bit to get rid of the Oh so annoying aging system.
BTW, I think aging should start to kick in before the 3d skill choice. Otherwise, you've just bought a player and have to fire him straight away. Very annoying.
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- BullBear
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Speaking of which, we've just gotten into some Mordheim. In our experiance, THAT game has a sick turnover rate
, I see why there's no real need for an 'aging'-style system. Is that type casualty rate too high for BB? I dunno, I guess that'd be up to leagues' playing styles. I've let it known that I'd like to see a little more blood in BB. In 4 seasons, I've only had like 4 or 5 guys actually die...

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- Grumbledook
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Personally I always wanted an aging system in blood bowl and was glad when one was introduced. It just adds another element to being a good coach in keeping the players in a continual cycle in long term leagues.
There is nothig forcing you to use them if your running short term leagues now is there.
There is nothig forcing you to use them if your running short term leagues now is there.
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- BullBear
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I can see how folks think ST got carried away in 3rd, but I think the 'fix' has taken the game in the wrong direction. I'd prefer to see something like this:
"Dropkick (Agility) - After this player sees the opponent stomp a mudhole in his teammate, he goes into a flying rage and is determined to put his spiked 12" into someone's skull. If this player preforms a blitzing action, the turn AFTER a foul has been committed, he gets +1 to the AV or Injury roll."
Instead, we've made injuries harder, reduced ST skills, and created rules to prevent fouling. So now we HAVE to have an aging system. Heck, I run a moderately successful undead team, but will not gear a player for fouling, as the reward isn't worth the risk (no SPPs, slim chance of any damage - more likely to be sent off). The game may be closer to being 'balanced', but again, I think this could have been done in a better way.
Don't like all the casualties (the 'blood')? Then give the other teams a tool or two, don't handcuff the whole system.
"Dropkick (Agility) - After this player sees the opponent stomp a mudhole in his teammate, he goes into a flying rage and is determined to put his spiked 12" into someone's skull. If this player preforms a blitzing action, the turn AFTER a foul has been committed, he gets +1 to the AV or Injury roll."
Instead, we've made injuries harder, reduced ST skills, and created rules to prevent fouling. So now we HAVE to have an aging system. Heck, I run a moderately successful undead team, but will not gear a player for fouling, as the reward isn't worth the risk (no SPPs, slim chance of any damage - more likely to be sent off). The game may be closer to being 'balanced', but again, I think this could have been done in a better way.
Don't like all the casualties (the 'blood')? Then give the other teams a tool or two, don't handcuff the whole system.
Yeah, but rolling box cars just feels so good, a feeling I never get with Sigurd's.No way, it skews the injury stats too much. Sigurd's is one of the best rules to ever have been added to BB.
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- Zombie
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If you think that fouling with undead isn't worth the risk, then you have a poor understanding of probabilities. Give a couple of your zombies/skeletons dirty player and see how it goes. And don't be afraid to foul when the ref is watching you. I garanty you'll be amazed at how effective it still is. You'll be wondering how you ever managed without it.
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- wesleytj
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yeah, i think whether it was intentional or not, undead were designed as a fouling team. you have real cheap garbage players who get general skills and who regenerate. talk about the ultimate dirty player! get a team with about 10 such players and foul away...igmeoy won't stop em, if they get 1 good elf off the pitch for every 3 zombies it's a good trade....then the mummies get a cas or two from hitting every turn, and the wights and ghouls can run up the score on an empty field. how hard is that?Zombie wrote:If you think that fouling with undead isn't worth the risk, then you have a poor understanding of probabilities. Give a couple of your zombies/skeletons dirty player and see how it goes. And don't be afraid to foul when the ref is watching you. I garanty you'll be amazed at how effective it still is. You'll be wondering how you ever managed without it.
AND you get a free zombie almost every game in case you lose one! Bonus!!
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- DoubleSkulls
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Pretty damn hard.wesleytj wrote:yeah, i think whether it was intentional or not, undead were designed as a fouling team. you have real cheap garbage players who get general skills and who regenerate. talk about the ultimate dirty player! get a team with about 10 such players and foul away...igmeoy won't stop em, if they get 1 good elf off the pitch for every 3 zombies it's a good trade....then the mummies get a cas or two from hitting every turn, and the wights and ghouls can run up the score on an empty field. how hard is that?
I think you'll find that fouling every turn with the eye on you - even with DPs - isn't that worthwhile a strategy. Even if you get through the armour automatically every time then you are removing players from the pitch only 55% of the time, while going off yourself 50% of the time.
Now given that you don't get through armour 90% of the time that means you are losing players faster than they are - and half of their players will only be KO'd meaning they can come back for the next drive.
The other problem with this is that you need half a dozen DP's for it work anyway. Given the awful rate at which unskilled zombies and skeles pick up skills you are going to be a long way behind.
So if you do get an undead team with 16 players - half of which are DP zombies or skeles, you may, on a good day managed to foul the opposition off the pitch. By which time you are probably 2-0 or 3-0 down and don't have time to outscore your opponent.
Personally I prefer having a couple of DPs and using occassional fouls against key players.
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Ian 'Double Skulls' Williams
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I'm not sure I agree with that. Most of my success has come from the zombies and mummies 'containing' the other players linemen (particularly dwarves, BoBs, BGs, or other hard hitters) in the middle of the field, while my wights target their key ball handlers, and ghouls run up the score. If I start going out from IGMEOY, then I won't have my containment unit. I guess that's just my style of play, but so far it's done pretty well.If you think that fouling with undead isn't worth the risk, then you have a poor understanding of probabilities. Give a couple of your zombies/skeletons dirty player and see how it goes. And don't be afraid to foul when the ref is watching you. I garanty you'll be amazed at how effective it still is. You'll be wondering how you ever managed without it.
Like Ian said, it's also pretty tough to get SPPs on the zombies and skellies. They've worked fine for fodder, but I can see giving DP as a second skill (block being a must for the first one). But 2nd skills have yet to happen on any of these guys.
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- zeroalpha
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