A little ranting about Regeneration
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- Arkeo
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No! Now it is time for someone to stand up for these poor dead guys. Of course should they be able to regenerate after every injury during the match. How would they then ever learn to feel the magnificient glory to make indescribable pain to those bloody gutter runners over and over.
Joking apart!
After over six years of coaching Undead I haven´t felt that regeneration have given me any benefits in the matches. If I recol there is always a fail involved with that import regenerate toss of my mummy or vampire ( or maybe it says more about me as a necromancer
)
Instead of making the rolls for regeneration after the match, put all the clarified regenrate players in the knockout box, so in the next drive you must throw another dice to get them on the pitch. We used this house rule in my old league, and it worked very well.
Johan

Joking apart!
After over six years of coaching Undead I haven´t felt that regeneration have given me any benefits in the matches. If I recol there is always a fail involved with that import regenerate toss of my mummy or vampire ( or maybe it says more about me as a necromancer

Instead of making the rolls for regeneration after the match, put all the clarified regenrate players in the knockout box, so in the next drive you must throw another dice to get them on the pitch. We used this house rule in my old league, and it worked very well.
Johan
Reason: ''
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IMO Regeneration is tempered in a great way by the fact that the ghouls havent got it and also no access to an apoth. Take out the |Ghouls and its not too difficult staying away from the Mummies and if they've got Piling on then kick the crap out of em when they're down. I though regen was underpowered a while ago, but i think its about right after seeing the good and bad side of it, a Mummy who doesn't regen and no apothecary is a pretty crappy result, when a n apoth works on a 2+
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- TeLef0n0
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In the last season chaos played undead...
The undead coach first made 9 succesfull regen-rolls, failed 2 and made another 3 later on
The match went into double overtime ( = 16 extra turns) before the chaosteam could walk in the ball and score the TD to win 2 - 1
chaos made 16 Cas in that game
But that match wasnt exactly typical regarding the many passed regen-rolls. As someone wrote earlier its the rolls that fail on position players that gives it a downside
The undead coach first made 9 succesfull regen-rolls, failed 2 and made another 3 later on

The match went into double overtime ( = 16 extra turns) before the chaosteam could walk in the ball and score the TD to win 2 - 1
chaos made 16 Cas in that game

But that match wasnt exactly typical regarding the many passed regen-rolls. As someone wrote earlier its the rolls that fail on position players that gives it a downside
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I don't count on Thick Skull anymore; over a lot of games, I think I passed about a third (max) of my Thick Skull rolls... Nowadays, I make the roll not expecting anything from it, and if I make it, I'm just very happy
R

R
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Ik wou dat ik twee blondjes was,
Dan kon ik samen spelen.
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Dan kon ik samen spelen.
[size=67][url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=14334]Bragging[/url][/size]
What keeps me busy nowadays: [url=http://www.bruchius.com/]Fun with violence.[/url]
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The thing i find most irritating about thick skull, most times the guys on your team that get ko'ed are the ones without it. I had abysmal luck with it when i ran a chaos dwarf team in my first league. For that matter my first undead team failed 5 ouf of 7 regen rolls too, killing some prime players on the team.
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Hermit Monk of the RCN
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Vault = putting in a 4 barrel Holley because the spark plugs need gapping.