What's the Problem with Deathroller beeing Dwarf Big Guy ?

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Toby

Post by Toby »

you are not talking about LRB2.0 are you ?

is there a download availiable to have a glance at those extra rules you all seem to be talking about ?

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Post by narkotic »

Toby wrote:you are not talking about LRB2.0 are you ?

is there a download availiable to have a glance at those extra rules you all seem to be talking about ?
No, we are not. We talk about possible rules that will be incorporated into the LRB this October and we talk about rules in the annual 2003.

When you have not access to the annual, youmust either pcik up the rules from some of the topics posted (like SW rules) or go to Galak site (www.midgardbb.com) he has the most-up-to-date team rosters displayed.

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Post by GalakStarscraper »

narkotic wrote:The DR will only cost 40K, 7+ spot roll, 4+ confiscation roll

see here

viewtopic.php?p=77288&highlight=#77288
Just for the record ... that's what the MBBL is testing for data to the BBRC ... that is a llllloooonnnggg way from what could/may/will actually become official.

The Ogre is being removed from the Dwarf team and the Deathroller is kinda the Big Guy now for the team at 40k ... a LongBeard becomes Big Guyish in value (110k) for as long as he has the weapon.

I have no idea as the secret weapon rules are under a lot of debate BBRC-wise ... so who knows what will or will not. The rules the MBBL are testing is just the starting point of the discussions had so far.

Galak

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Post by Thadrin »

I will :puke: if they make the death roller the dwarf big guy.
It is a SECRET WEAPON and should always stay that way.

I've posted my views on big guys many times. In summary: Lets get rid of 90% of them.
(full idea: viewtopic.php?p=76657&highlight=#76657 )
And considering how my team's ogre hasbeen playing he is far worse than any Deathroller: first game bonehead half the game, second game gets SI'd by a Treeman.

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Post by Redfang »

I had a Dwarf team with an ogre in it; he did great; in 12 games he got 10 cas and an MVP, I gave him Block first, then Guard. He was great in strengthening my position where necessary, or blocking the holes I needed (through Black Orcs a.s. Bonehead rarily was a problem.

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Post by Agentrock »

I just got the Ogre for my dwarf team and he is lacking in SPPs...out of 3 games he has had 1 casualty and 20+ turns of being Bonehead...

I'm sure he'll be beneficial once he gets some skills...but for now if is absorbing hits that would be going to my other players at the moment...

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Post by Redfang »

I forgot to mention that my Ogre was 2nd in SPP's in my Dwarf Team, the only player having more SPP's being a Troll Slayer who had 29, from 2 completions, 2 Touch Downs 1 Interception 7 casualties and 1 MVP

R

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Post by Thom »

Well here I am again, late to respond to a thread that is important to me. I have been pulling for Dwarven Deathrollers as big guys for a long time. They are not really "Secret" weapons, they should simply be treated like an other positional player (for the most part anyway) to include collecting SPPs and carrying the ball. . .

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Post by Toby »

I am totally on your side !

Ogre removed from Dwarf Team and replaced by a Deathroller.
Strength Skills & Traits (Stand Firm, Guard, Multiple Block, Piling On).

Dwarf Machine Rookie 3/5/1/10 Break Tackle, Mighty Blow 160.000 Strength

Racial Characteristics: Big Guy, Deathroller

"Armour Break" wreckes the Machine for the rest of the game. (Roll a D6 to determine the repair cost).
Armour Roll Modifier for the Victim of a "Foul Action" is +6.
"Penalty Roll" 7+
"Starplayer Roll" DOUBLE does NOT allow ANY SKILL but TRAIT or CHARACTERISTICS INCREASE.

What do you think ? What about the cost ?

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Post by Redfang »

The enormous bulk of the machine to me means that it should really start with Stand Firm, probably instead of Break Tackle...

Looks OK, though I'm not sure a "Rooky Deathroller Big Guy" is the way to go...

R

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Post by Toby »

regarding Break tackle:

current LRB says, DR can completely ignore TZ and never has to dodge.
I replaced that "superskill" with a "normal" one...

Stand Firm is the only trait... might be something to look forward to;

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Post by Redfang »

Toby wrote:current LRB says, DR can completely ignore TZ and never has to dodge.
Forgot about that...

That should stay on, I'd think; Are you willing to stick out a leg to tackle a car?

R

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Post by Toby »

well, according to current LRB any knock over = badly hurt.
my version is knock over = armor roll; armour break = badly hurt;

so break tackle (use ST to dodge once per turn) would generaly weaken the thing, and cause more armour rolls.

Regarding the fluff, theres a Longbeard sitting on top of the thing. Maybe you can give him some trouble. breake tackle should still represent the Deathroller being not the easiest thing to tackle ;)

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Post by BlanchPrez »

Okay, but let's say this. Someone knocks over your Deathroller, but doesn't break the armour. What now? How does a big machine like the roller get back up from a prone position?

I like the idea of a roller being a positional player of sorts on a Dwarf team, replacing the ogre (which I agree is pretty wierd), but I personally like the idea of keeping it a Secret Weapon rather than making it a Big Guy. I mean, the thing is driven by a longbeard, who wouldn't it get RR's?

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Post by grotemuis »

It's not like someone is going to train (or spar) with a death roller!

maybe swap mighty blow for stand firm, or otherwise just include stand firm. Itis better fluff-wise.

Maybe standing up can be examplified with treeman standing up (you can give the machine movement 2)

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