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JackassRampant



Joined: Feb 26, 2011

Post   Posted: Dec 31, 2014 - 02:31 Reply with quote Back to top

uzkulak wrote:
It used to be that if an opponent moved into your tackle zone - and you had diving tackle - you could throw 1 free block in your opponent's turn, and a push (or pow) would end the moving/blitzing players turn. Stand firm was an effective counter.

This of course was back in the day when tactics mattered, so it wasnt in fact as overpowered as it seems Smile
I miss my Orc team's Block/Tackle/Pro/DivingTackle Ogre. That was as overpowered as it seems.

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mrt1212



Joined: Feb 26, 2013

Post   Posted: Dec 31, 2014 - 02:52 Reply with quote Back to top

Looks like I didnt miss anything in previous editions worth missing. Maybe Random Skills? Maybe 'I got my eye on you'?
Arktoris



Joined: Feb 16, 2004

Post   Posted: Dec 31, 2014 - 03:42 Reply with quote Back to top

Calcium wrote:
Arktoris wrote:
I miss everyone getting two cards for the game.


Wasn't it a D6 - 1=1 card/2-5=2 cards/6=3 cards?

that's how we did it in my old TT league when we used 3rd ed....and some of those 3rd ed cards were real gamebreakers! burst ball anyone? Twisted Evil


I think you're right. It's been 15 years so I'm a bit foggy on it.

yes, with some cards being potent, it kept the game flowing. You couldn't take the TD or the win as "in the bag".

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xnoelx



Joined: Jun 05, 2012

Post   Posted: Dec 31, 2014 - 13:51 Reply with quote Back to top

Arktoris wrote:
Calcium wrote:
Arktoris wrote:
I miss everyone getting two cards for the game.


Wasn't it a D6 - 1=1 card/2-5=2 cards/6=3 cards?

that's how we did it in my old TT league when we used 3rd ed....and some of those 3rd ed cards were real gamebreakers! burst ball anyone? Twisted Evil


I think you're right. It's been 15 years so I'm a bit foggy on it.

yes, with some cards being potent, it kept the game flowing. You couldn't take the TD or the win as "in the bag".


The 3rd edition version of handicaps/inducments also gave the team with lower TV/TR/whatever it was called at the time extra cards and MVPs. So you could have up to 6 cards, iirc. 3 for rolling a 6, plus the max of 3 from having a smaller team.

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mr-maverick



Joined: Sep 10, 2010

Post   Posted: Dec 31, 2014 - 14:01 Reply with quote Back to top

Mixed race teams were v. confusing too

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-Alcohol doesn't solve any problems, but if you think again, neither does milk.
-The early bird catches the worm, but its the second mouse that gets the cheese.
JimmyFantastic



Joined: Feb 06, 2007

Post   Posted: Dec 31, 2014 - 14:05 Reply with quote Back to top

xnoelx wrote:
Arktoris wrote:
Calcium wrote:
Arktoris wrote:
I miss everyone getting two cards for the game.


Wasn't it a D6 - 1=1 card/2-5=2 cards/6=3 cards?

that's how we did it in my old TT league when we used 3rd ed....and some of those 3rd ed cards were real gamebreakers! burst ball anyone? Twisted Evil


I think you're right. It's been 15 years so I'm a bit foggy on it.

yes, with some cards being potent, it kept the game flowing. You couldn't take the TD or the win as "in the bag".


The 3rd edition version of handicaps/inducments also gave the team with lower TV/TR/whatever it was called at the time extra cards and MVPs. So you could have up to 6 cards, iirc. 3 for rolling a 6, plus the max of 3 from having a smaller team.


Bloody bad habits!

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Wuhan



Joined: Aug 02, 2003

Post   Posted: Dec 31, 2014 - 14:23 Reply with quote Back to top

My favorite card,

DT - Grudge Match. You may play this card at the start of the match, before the ball has been kicked off. It allows you to make any number of foul attempts each turn, but no more than one on each opposing player

+get the ref = awesome.
PainState



Joined: Apr 04, 2007

Post   Posted: Dec 31, 2014 - 15:23 Reply with quote Back to top

I miss the Block down players rules from 2ED.

You could block prone players instead of foulling them, it was a dog pile type of block.

CRP conversion: Use the foulling rules. If you break AV use this chart instead: 2-7 no effect, 8-9 stun and 10+ KO...MightyBlow adds +1 to the injury check. You cannot be sent off for a Block on a downed player.

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Suppurax



Joined: Jun 09, 2007

Post 7 Posted: Dec 31, 2014 - 15:40 Reply with quote Back to top

Wuhan wrote:
+2inj on the dp.


Yup,

I miss these good old times when any team with a dp could teach one that having a legendary player doing all the job wasn't such a good idea.
ultrasmurf



Joined: Sep 27, 2004

Post   Posted: Dec 31, 2014 - 15:46 Reply with quote Back to top

Being able to make frenzy blocks until the player ran out of movement. I had a strength 4, movement 9 witch elf that would "escort" opposing players into the crowd regularly.
PainState



Joined: Apr 04, 2007

Post   Posted: Dec 31, 2014 - 15:57 Reply with quote Back to top

I also want back the 2ed fouling rules.

There was 3 levels of fouls.

Sneaky foul
Foul
Blatant foul

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mr-maverick



Joined: Sep 10, 2010

Post   Posted: Dec 31, 2014 - 16:50 Reply with quote Back to top

Sneaking an extra D6 snotlings onto the pitch on each drive (coupled with a bench of 40 - as previously mentioned)

_________________
-Alcohol doesn't solve any problems, but if you think again, neither does milk.
-The early bird catches the worm, but its the second mouse that gets the cheese.
mike467



Joined: Feb 21, 2013

Post   Posted: Dec 31, 2014 - 17:05 Reply with quote Back to top

Spontaneous Combustion - Best skill ever!
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Dec 31, 2014 - 17:15 Reply with quote Back to top

I miss Woof Woof: really made you pay for getting the ball last, rewarded teams that built two carriers. I don't miss Peaked or 'Flu Bug.

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Lude enixe, obliviscatur timor.
Skulll



Joined: Dec 08, 2005

Post   Posted: Dec 31, 2014 - 18:24 Reply with quote Back to top

Peaked... ouch... that one hitted hard...

Regenerating Stunty gutterrunners... coolest things ever...
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