Ogres and Rollers
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I don't like Thadrins idea at all, sorry. I'm a great fan of the SW rules as presented (except for minor details, but I can live with those) and the Deathroller should remain as presented in those rules.
But the fact remains (also) that the deathroller is not the greatest thing that you can have, thanks to its vulnerability and the fact that it's unable to develop.
Remember that the opponent only needs to get it down once. Give the poor machine block, I say.
But the fact remains (also) that the deathroller is not the greatest thing that you can have, thanks to its vulnerability and the fact that it's unable to develop.
Remember that the opponent only needs to get it down once. Give the poor machine block, I say.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
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Every time I look at the old Starplayer (Big Guy) cards I keep getting the impression that the designer of these cards somehow did not expect the huge impact "Block" would have on the game...
R
R
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Dan kon ik samen spelen.
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Halflings? On a dwarf team?!? To score more?!?!?!Toby wrote:The Dwarf Team should KEEP their Ogre, and get 0-4 Halflings as well That would give them something that is at least a theoretical scoring chance. I would even allow up to 4 Blitzers.

I play dwarfs, and I have no problem scoring with my runners. True, they are slower than other teams scores, but you aren't supposed to play a dwarven team the same way you play any other team. I wouldn't complain about having 4 blitzers, but non-dwarf coaches would, and to be honest, I haven't needed the extra blitzers yet.
Chris
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At times like these I am reminded of the immortal words of Socrates, who said "... I drank what?"
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I don't like the Roller presented in those rules, simply because one way or another its unlikely to still be on your roster by the end of the first half. Even at only 40k thats too muc of a risk for me.Mestari wrote:I don't like Thadrins idea at all, sorry. I'm a great fan of the SW rules as presented (except for minor details, but I can live with those) and the Deathroller should remain as presented in those rules.
The Secret weapon rules would still apply to the Deathroller.
Precisely things I'm trying to get around. It can now develop, and won't disappear quite so quickly, even if it is still pretty fragile.Mestari wrote: But the fact remains (also) that the deathroller is not the greatest thing that you can have, thanks to its vulnerability and the fact that it's unable to develop.
Remember that the opponent only needs to get it down once. Give the poor machine block, I say.
Reason: ''
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Master bleater. * Not in the clique.
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Do you mean that the Rat Ogres or the Players are easily herded?Skummy wrote:... who isn't used by a lot of coaches because they're so easily herded...
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Dan kon ik samen spelen.
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This technically works.0-1 Machine (Deathroller) 4|7|1|10 Mighty Blow,Multiple Block,Stand Firm 160K Peaked
Deathroller (Racial Characteristic)
Any Knock Over or Injury will wreck the Machine for the rest of the game, but it will be repaired for the next match.
A moving Machine is far too solid and sturdy to be tackled, it ignores Tackle Zones and never has to dodge.
Machines that are used to take a Foul Action add +6 to the Armour Roll for the victim.
Machine = Big Guy without "Big Guy" handicap, still only 1 of his kind. Starts as a Rookie, earns Starplayer Points, but cannot get any improvement from any category. Not sure about the word "Peaked". Maybe "NA" or "None"
My concerns:
Is "The Deathroller" without a "Penalty Roll" acceptable in terms of balance?
Is every possible way of "wrecking" a Deathroller covered?
As you can see i did a compression of the SW DR rules text. Is this new short text sufficient to make the rules clear enought ?
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WA's are easily herded. Their 3 agility isn't as big a deal as Lord Helmet
suggests. RO's are terrible ball handlers, if only because they're easily distracted and have to go first. Other players can't clear the way for them.

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I think the idea was the keep the penalty roll, but just not have it be able to be confiscated by the Ref.Toby wrote:My concerns:
Is "The Deathroller" without a "Penalty Roll" acceptable in terms of balance?
Chris
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At times like these I am reminded of the immortal words of Socrates, who said "... I drank what?"
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The Deathroller could still be sent off as normal, just not confiscated.
The Deathroller could be damaged as normal, which would cause a repair roll at the end of the game, which has a 1 in 6 chance of making the Deathroller "dead" (if you missed this earlier, I edited the original idea when I realised I'd omitted the possibility for the Deathroller to "die".
The Deathroller could be damaged as normal, which would cause a repair roll at the end of the game, which has a 1 in 6 chance of making the Deathroller "dead" (if you missed this earlier, I edited the original idea when I realised I'd omitted the possibility for the Deathroller to "die".
Reason: ''
I know a bear that you don't know. * ICEPELT IS MY HERO.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
I have a minotaur that scores 90% of my touchdowns and he is AG 2.Skummy wrote:WA's are easily herded. Their 3 agility isn't as big a deal as Lord Helmetsuggests. RO's are terrible ball handlers, if only because they're easily distracted and have to go first. Other players can't clear the way for them.
Why are Rat Ogres so bad it again?
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(All comments below should be prefaced by the warning that I am completely pissed at the moment.)
If you've got a Minotaur scoring 90% of your TD's, you've got a lot of coaches playing against you that don't know how to defence him.
If you've got a Minotaur scoring 90% of your TD's, you've got a lot of coaches playing against you that don't know how to defence him.
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