Did any one get the license number of that runaway mummy?

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keith_reed
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Did any one get the license number of that runaway mummy?

Post by keith_reed »

Just wanted to let everyone know of the passing of an SBBL First Team All Star.

Red Grange, star halfback (blitzer), of the Ulthuan Eagles was a First Team All Star in Southern Blood Bowl League during the fall season. During the 10th game of the winter season he was blindsided by Imhotep, Egyptian Badass, of the Gravenhaug Gravediggers. Red Grange will be sorely missed.

Grange MA 7 ST 3 AG 4 AG 8, Block, Dodge, Jump Up, Piling On, Sprint, Sure Feet, Mighty Blow, Catch, Tackle Sure Hands, Frenzy

1 Comp, 6 Td's, 19 Casualties, 2 Mvp's, 67 SPP's in 21 1/2 games.


Imhotep, 4 6 1 9, 11 casualties and 1 mvp in 10 games so far appears to be on track to take Red's place as first team. Ironic he would be the one to end Red's career.

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Post by Darkson »

10 extra skills :o . What rules do you use for increases? or am I reading him as a wrong position? (I thought a HE blitzer)

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keith_reed
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Post by keith_reed »

The copy of the living rule book I have shows:

6-15 one star player roll
16-30 two star player rolls
31-50 three star player rolls
51-75 four star player rolls

I think that equals ten. Perhaps we have read the rules wrong.

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Post by longfang »

One roll at each level dude!!! :lol:

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keith_reed
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Post by keith_reed »

I see that now that we read the rule book instead of using the reference sheet. We don't really like that, takes very long time to create good players. Player turnover rate in our league is about the 44 SPP mark now too many injuries. Keep that in mind when playing tournaments though.

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Post by Munkey »

Player TO might be a bit lower if your players had less skill rolls :D

Makes me shudder to think of the amount of extra ST and skills like M Blow, RSF, Claw and Piling On in your league.

Makes for an interesting house rule though, kind of a supercharged blood bowl

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Post by Mestari »

A very interesting house rule... Think about it when they get they'd get their fifth skill: a grand total of 15 extra skills :o
And a hefty 28 skills when having acquired the seventh level... Not bad, is it?
This could be really fun to try out sometimes. Maybe simply test what kind of players I would have if I had been allowed to throw that many skill rolls.

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Post by Skummy »

Wow. That's just - wow. Could you provide a link to some team pages? I'm just curious to see what kind of development goes on in a league like this. Some players must be absolutely disgusting with skills like this!

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Post by Redfang »

That's so decadent!

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Post by tarrin »

heheheh, i can just imagine it. only 1's, clean stars and skulls have any result on the game.

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Post by Snowy Whitebeard »

Yeah but just imagine playing a 'conventional' team with that lot, they'd be awsome!
7 is a nice sensible max. number of skill rolls.

Still, too bad about Barney Magrew. heh heh heh...

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Post by keith_reed »

Brutal is about the only way I can describe the second season. We never really paid much attention to this rule, just took it as we read it off the quick sheet and assumed you received two rolls at 16, etc.

The top rated team was a high elf team ( rating 225) with about three receivers who could "one turn" you. New teams actually did fairly well due to the handicap rolls. Usually half of any given team had nigglers or multiple nigglers and the handicap rolls usually put three or four of those guys out so the higher rated team was playing 8-9 vs 11. Veteran teams couldn't maintain a high ranking as too many high SPP players were killed or maimed beyond utility.

Casualties were the real problem. You could never get ahead financially because you were forced to buy new players every damned turn. At the end of season two, only one team had over 20k in the bank.

Second season there were 12 dead players total. It was brutal, but we didn't know any better at the time. We have since decided to play like everyone else and threw out those old statistics so they wouldn't be so skewed.

It was not as predictable as you might think because every team was at close to the same level. The Orc team flatlined in the second season and really struggled; they finally had to have a ritual Coach barbecue and cannabalized his sorry butt. The Undead played much better the second season and seemed to get stronger, thanks to Mummies with Jump Up, Piling On and one with ST 6. The Dark Elves came in with 100 TR and managed a 5-7 record. High Elves repeated as Champions, 9-3 with too much fire power.

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Post by Thadrin »

keith_reed wrote: thanks to Mummies with Jump Up, Piling On and one with ST 6.
You do know those are completely out now that Jump Up is an agility trait don't you?

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Post by nkelsch »

I think the reason your players are being removed from play due to casulties is all the powerful bruisers out there...

With that many SPP rolls, even a snotling can be a complete bruiser with 15 skills.

the simple ability to have 3 rolls at 16 instead of 2 increases the players ability to damage... and once they hit 31 spp, that is 6 SKILLS. any guy who hits 31 spp will be able to BLOW AWAY most other models...

I think the high casulty rate is a result of your extra rolls... if you lowered the ammount of rolls to the normal level, you would have less 'killers' on teams and less casulties.

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Post by Mirascael »

keith_reed wrote:The copy of the living rule book I have shows:

6-15 one star player roll
16-30 two star player rolls
31-50 three star player rolls
51-75 four star player rolls

I think that equals ten.
:o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o
Perhaps we have read the rules wrong
:o Perhaps? :o

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

That's undoubtedly the most hillarious posting I've read so far! Much better than Zombie's "and even"-kind-of-cool-reputation stuff, and that one was truly awesome enough! :smoking:

Are there more threads like this hidden on the tbb-site?

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