Has Frenzy been neutered?

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lightingbug
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Has Frenzy been neutered?

Post by lightingbug »

Am I right in reading the new rules for Frenzy that you only get two blocks on any block action even if you still have more movement?

That would seem to really kill a good frenzy. My girls aren't going to like that. :pissed:

Has anyone played with frenzy this way yet? How does it play. all an opponent would have to do is keep evereyone 2 squares from the sideline and no more crowd involvement. :(

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Post by neoliminal »

There are a lot less crowd injuries.... but other than that it's not so bad. I thought I would hate it, but it's grown on me.

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Re: Has Frenzy been neutered?

Post by Vesticle »

lightingbug wrote:All an opponent would have to do is keep evereyone 2 squares from the sideline and no more crowd involvement. :(
Probably one of the biggest reasons why it was considered overpowered and toned down in the first place...

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Post by GalakStarscraper »

Its still a fun skill on say ... my Halfling Treemen ... :D ..... if they ever get a skill roll

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Post by Marcus »

On the downside you only get two tries to knock them down.
On the upside you only get forced to follow up twice if you don't actually knock them down.

Evens out nicely. Stops the silly setups you get against Norse teams whereby you end up with your guys on the LoS off the pitch from the first block. You still get plenty of sideline action, keeping your guys 2 squares from the sidelines means giving up a TZ free gap on that side so there are still tactical ramifications.

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Post by voyagers_uk »

I like it now, I thought it was overpowered before. My Trollslayers enjoy pushing linemen into the assorted Guard longbeards for another 2-die crack at knocking 'em down.

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Post by Acerak »

I think it was definitely overpowered before the change. I've noticed a big drop in the cheesy "count my squares so I don't have to frenzy into enemy territory" tactic [sic], too :)

It's certainly less powerful, albeit less risky, than it was before the change. But it generates very few complaints, and it makes more sense in the current framework of the rules.

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Post by Pantera »

I must also mention that it has become a Trait wich means it MUCH harder to get on skillrolls. So its not only toned down, but also much more infrequent. You will be lucky if you get it on one of your blitzers.

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Post by Thadrin »

I love the new version. My Slayers get into so much less trouble than they otherwise would. You can still give opponents the willies about getting pushed into the crowd occasionally, but then again, using a frenzy player to do that was always risky thanks to the "must follow up" rule.

The new version is just fine.

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Post by UtakHai »

I am happy with the new frenzy rule and I am currently playing dark elves in a league. It makes a lot more fun than it was before the rule was changed, because it was way to overpowered before.
We used to play frenzy long time ago referring to the old rules, that you can keep pushing back a player as long as you got enough movement left.
I never ever saw so much players got ripped apart by the fans.

Right know it is just a matter of how to use frenzy.
My witch (currently one died :cry: ) is a perfect defensive player, regarding skills like diving tackle and tackle, so frenzy in combination with strip ball is perfect for defensive use.
Also I do not get in trouble that often, that I have 2 dice choice against me. It is not so difficult to plan 2 blocking moves in a row.

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Post by lightingbug »

Well it sounds like players like the new frenzy. I just kinda liked the old Frenzy, it was fun pushing players into the crowd. more often I usually got a knockdown by the 2nd or 3rd roll, so they didn't go into the stands often.

I played against Darkies last week, and his witch elf only got to frenzy twice w/ double push back both times so it was ineffective. I guess now even the most hardened BB players get tired after pushing players around huh?

It looks like the rules will work though.

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