Uhhhhh .. the negative chars of Big Guys have been around for almost a decade. So introduction seems a little overpowered wording wise.
Personally I wouldn't mind the berserk version of Wild Animal returns.
So you get this:
MUST go first even if your move is to not move him.
IF you choose to take an action with him roll a D6, on a 1 he MUST block or blitz the closest player from either team. If multiple players are closest, the Wild Animal coach may choose who to hit. If the Wild Animal blitzes then the team loses its blitz action for the turn.
Wild Animals cannot receive offensive assists.
This basically takes the current version and sacks the must block rule in favor of the old 3E version.
This would be my personal choice for the char.
Galak
balanced big guys
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I agree 100% on your note:-
So although Bonehead is random, it is the skill in when and how to use the player (Trolls are for example often best left alone to tie up 1 or 2 of your opponent's players).
So I think we are on the same page - I too don't like random additions to the game - hence why the Handicap Table should have 36 rolls of similar (but not the same) power, the Kick Off table should also not have 2 rolls that are very powerful to one team or the other etc. However, I don't agree that the negative traits are random - play a good tactical game and you can minimize the impact of the negatives.
Dave
However, although negative traits (Bonehead, Wild Animal etc) are random(ish) in their effect, the secret / tactics are in how you play the Big Guys. Blitz with your Ogre and you will roll a 1, lose your TZ and lose your Blitz that turn. If you blitz and frenzy your Rat Ogre into a group of your opponents players, well you asked to be surrounded etc.This game is entirely random and completely unchallenging [War].
So although Bonehead is random, it is the skill in when and how to use the player (Trolls are for example often best left alone to tie up 1 or 2 of your opponent's players).
So I think we are on the same page - I too don't like random additions to the game - hence why the Handicap Table should have 36 rolls of similar (but not the same) power, the Kick Off table should also not have 2 rolls that are very powerful to one team or the other etc. However, I don't agree that the negative traits are random - play a good tactical game and you can minimize the impact of the negatives.
Dave
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