BB Mag #6
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- phil
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i've always been an advocate of only allowing a big guy team 12 total roster slots... fluff-wise you can say they can't get enough of their kind together and/or they can't count, and from a game balance standpoint, it gives other teams some chance of getting an edge on the team over the course of a game... a team with that much strength _and_ reserves can be nasty...
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I love how you think! ;)Mirascael wrote:Contrary to a prior statement of mine, Ogre Blockers must have access to general skills since even Trolls have. Imagine: a Blocker who cannot choose Block? Give them TTM too (won't hurt a bit), give the Blitzers BG for consistency and make the RRs 60k. As time goes by, one Ogre will become Leader and all Ogres will acquire Pro eventually. Strong enough, I'd say. My 2p.I'd give this team roster my seal of approval, although I'd prefer 80k re-rolls and I thought we decided on Ogre Blockers without General Access.
Regardless, those two points can be determined via playtesting.
I do prefer the 1 AG Ogre Blockers.
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- Grumbledook
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Which is why I think they should have general access and no Mighty Blow. The lack of mighty blow would keep the pitch from becoming a frightful assembly of strength 5 Piling On Mighty Blow as quickly.
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- Grumbledook
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You know, Mestari made a great interactive kick program a while back that let you figure out the probabilities on where the ball could land at what percentage, depending on where you placed it on the pitch and whether or not you have kick.
I'd love to see an interactive program that would let you calculate casualty potential with variables like Piling On, strength, Mighty Blow, and the opposition's armor.
It would be a great resource to figure out how much of an impact PO has on the game. I'd expect that a strength 5 big guy with mighty blow and piling on would need about 20-30 knockdowns to get 5 casualties and his second skill.
I'd love to see an interactive program that would let you calculate casualty potential with variables like Piling On, strength, Mighty Blow, and the opposition's armor.
It would be a great resource to figure out how much of an impact PO has on the game. I'd expect that a strength 5 big guy with mighty blow and piling on would need about 20-30 knockdowns to get 5 casualties and his second skill.
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Indeed!Zombie wrote:Hey, one more reason to give them all the big guy caracteristic. They'll be so busy getting block and pro, that piling on will seem much further away!
Which is exactly why everybody (including me) wants to play this team, I'd say. It's all about annihilation. Don't ye spoil all the fun!Skummy wrote:Which is why I think they should have general access and no Mighty Blow. The lack of mighty blow would keep the pitch from becoming a frightful assembly of strength 5 Piling On Mighty Blow as quickly.
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Why wouldn't any of the above blockers and blitzers take Piling on as their first skill? It would get them their second skill that much faster, and they aren't going to be getting SPP's by scroing.
Seriously, If BB ever descended back into the bad old days of Dirty Player casualty-hunting replaced by 5 strength Mighty Blow Piling On Ogres , I'd find myself another game.
Seriously, If BB ever descended back into the bad old days of Dirty Player casualty-hunting replaced by 5 strength Mighty Blow Piling On Ogres , I'd find myself another game.
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Give them piling on first, and you'll get a turnover every 9th block. This can just as easily be your first block of the turn as your last. This means fewer blocks, hence fewer CAS. Block effectively helps them more towards obtaining their 2nd skill than piling on does, and the same is true about pro. Block also helps keep them on their feet when hit, which again means more blocks. Piling on puts them down, which again means fewer blocks.
As for giving them mighty blow or not, it's not such a big deal for me. But they definitely should have big guy! Think about it, it doesn't make any sense for them not to!
As for giving them mighty blow or not, it's not such a big deal for me. But they definitely should have big guy! Think about it, it doesn't make any sense for them not to!
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I'd be willing to fall on my butt one out of every 9. It's not like I'd expect to win a whole lot of my games with this team right away, and I think in the long run the extra SPP's would make up for it. Fewer blocks doesn't mean fewer cas' if you are pretty much guraranteed to get through armor every time you knock someone down, with the bonus of a modified injury result.
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I can't see this team even being worth taking on if Blockers don't have access to general skills. At best you'll start with 2 Blitzers - and probably none, and so the bulk of your team are fairly useless as Really Stupid means you can plan bugger all during your turn. At least access to general skills gives some alternative to Piling On as a 1st skill choice. Also it opens up leader to the blockers, which I would have thought was going to be a pretty crucial skill.
The only argument I can think of for not giving them PO 1st is Really Stupid combined with only 4 players who can downgrade it to bonehead.
So half the time if you try and block, not only do you not block but lose your TZ too - and you can't reroll it either. Worse than useless really.
Who cares if you are really stupid if you never try to do anything? A couple of blockers with Block can just stand still and not do too much, with S5 and Block making sure they are a real pain to move out of the way.
If you ever manage to get the team going it may be a complete nightmare to play against, but so are tooled up Orcs, Chaos or whatever - who would have the huge advantage of being able to plan turns.
The only argument I can think of for not giving them PO 1st is Really Stupid combined with only 4 players who can downgrade it to bonehead.
So half the time if you try and block, not only do you not block but lose your TZ too - and you can't reroll it either. Worse than useless really.
Who cares if you are really stupid if you never try to do anything? A couple of blockers with Block can just stand still and not do too much, with S5 and Block making sure they are a real pain to move out of the way.
If you ever manage to get the team going it may be a complete nightmare to play against, but so are tooled up Orcs, Chaos or whatever - who would have the huge advantage of being able to plan turns.
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Ian 'Double Skulls' Williams