Ogres and Rollers

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Mestari
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Post by Mestari »

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.

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Post by Redfang »

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

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Post by BlanchPrez »

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.
Halflings? On a dwarf team?!? To score more?!?!?! :o

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.

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Thadrin
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Post by Thadrin »

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.
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.
The Secret weapon rules would still apply to the Deathroller.
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.
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.

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Post by Dark Lord (retired) »

shaniepoo wrote:Sorry :(

I dont know about the 30K and roll after each game, the deathroller could become abit over powerfull.
Isn't it funny that people are so scared of this yet it's perfectly okay to have a ST 5 + AG 3 player who can get mutations and upgrades.

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Post by Skummy »

... who isn't used by a lot of coaches because they're so easily herded...

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Post by Dark Lord (retired) »

...and the deathroller isn't easy to take out?

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Post by Redfang »

Skummy wrote:... who isn't used by a lot of coaches because they're so easily herded...
Do you mean that the Rat Ogres or the Players are easily herded?

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Post by Toby »

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.
This technically works.
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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Post by Skummy »

WA's are easily herded. Their 3 agility isn't as big a deal as Lord Helmet :wink: 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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Post by BlanchPrez »

Toby wrote:My concerns:
Is "The Deathroller" without a "Penalty Roll" acceptable in terms of balance?
I think the idea was the keep the penalty roll, but just not have it be able to be confiscated by the Ref.

Chris

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Post by Thadrin »

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".

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Post by Dark Lord (retired) »

Skummy wrote:WA's are easily herded. Their 3 agility isn't as big a deal as Lord Helmet :wink: 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.
I have a minotaur that scores 90% of my touchdowns and he is AG 2.
Why are Rat Ogres so bad it again?

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Post by Skummy »

(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.

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Post by Thadrin »

By the same token, if you know guys who are losing most of their turns because of Wild animal, they don't know how to use him.

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