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Ironik



Joined: Jun 28, 2004

Post   Posted: Jul 29, 2005 - 14:47 Reply with quote Back to top

for me the question is simple
If and when SkyJunkie is going to implement these rules.
I guess he is rather an able guy and wouldnt push him too far!
lord_real



Joined: Aug 02, 2003

Post   Posted: Jul 29, 2005 - 15:31 Reply with quote Back to top

I would like to see a slight improvement of the High elfs.
Compard to the other elfish teams their only advantage is cheap throwers. They also have ascess to four catchers. But I rather take four blitzers (as the DE) or better catchers (as pro elf).
They lack an really good player (pro elf blitzer, wardancer) or any kind of "special" player (witch elf, treeman, the new DE-assassin). The highelfs lack star players as well (not counting prince moron).

A new positional with a more fun than usefull skillcombination maybe. Or more star players would be nice.
Colin



Joined: Aug 02, 2003

Post   Posted: Jul 29, 2005 - 18:42 Reply with quote Back to top

These rules will be a boost to:
Humans (and Norse/Amazons) - much improved General skills selection, Throwers become more valuable with access to Leader and Nerves of Steel, and all players, especially Catchers, have access to Dauntless.
Chaos and Skaven - Easier access to mutations means they don't have to pick the same one every time. More specialisation options.
The Undead teams - Regenerate becomes more valuable. This is reflected in the price boost for Zombies.
The Rotters - Much improved, fluffier roster, with an opportunity to load up on the excellent Rotter miniatures as linemen. Nurgle Warriors will spawn some outlandish conversion jobs.
Khemri - May benefit from the one really broken combination possible in these rules - easy access to Frenzy for every Mummy! Kick-off Return is also a brilliant skill for them.
The Stunties - Goblins get Secret Weapons. Inducements and TV will help level the playing field for the little guys, who are often screwed by the present LRB TR system.

These rules may reduce the effectiveness of:
Orcs and Lizardmen - More Dauntless means the Black Orcs and Sauruses will have a harder time.
Av7 Elves - With a weakened apothecary, body counts may be even higher.
Ogres - With a max of 6 big guys and Snotlings retaking their rightful place on the pitch, they definately take their place amongst the comedy teams. Reports indicate that they are a blast to play.

Those I'm unsure of:

Av8 Elves - Some nice new skills such as Spring Back and Fend, but may be countered by Grab and Juggernaut. No aging is a big help. Assassins are of questionable benefit to the Dark Elves, who will probably be blunted by Spiralling Expenses long before they max out their positionals.
Dwarfs & CDs - Grab is the most useful new skill for the short guys. Little else changes, though.
Vampire - No big changes for them.

I'm open to comments on these quick summaries. I also look forward to a playtesting division (probably a rejigged DivX) - it's the only way we can know for sure how things will balance out. I don't see the special play cards making it, as it would be a nightmare to add them; I wouldn't lose many tears over that ommision, though.

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Ironik



Joined: Jun 28, 2004

Post   Posted: Jul 29, 2005 - 19:04 Reply with quote Back to top

soz mate where are these rules?
Link please! Very Happy
Darkwolf



Joined: Aug 02, 2003

Post   Posted: Jul 29, 2005 - 19:10 Reply with quote Back to top

Some other cosmetic changes Galak!!

Wrestle- change to Take Down. Reflects the true intention of skill. Can wait to see a player with this skill take down a 4st blodge war dancer, then the GANG FOUL!! Gerbil is right, I can see some abuses here!

Grab- change to Run Block. grab seems silly. All blocks/hits involve some type of grabbing. Run blocking is exactly what this skill is, moving a player out of the running hole or pushing him somewhere he dont want to be. Cant wait to see grab/run blocks set up some sweet side line/crowd pushes!!

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Ironik



Joined: Jun 28, 2004

Post   Posted: Jul 29, 2005 - 19:52 Reply with quote Back to top

hey there are the cards!
The events!
UHHHH YAhuuu!!! More mayhem then EVER!!! YAY!!!!
NightGriffin



Joined: Apr 03, 2005

Post   Posted: Jul 29, 2005 - 20:02 Reply with quote Back to top

A bit more difficult to protect the ball from a Strip Ball/Wrestle blitzer... Those can lead to interesting game. With interception specialist gutter runner way easier to do.
Jinxed



Joined: Jul 04, 2004

Post   Posted: Jul 29, 2005 - 20:13 Reply with quote Back to top

Overall it seems an improvement but I HAVE to grumble about my fave teams getting another BIG hit.
I refer to Undead and Necromantic teams. Two tweaks ago Undead lost 2 Wights, the Mummies got more expensive and now zombies do.

For Necromantic I feel the time has come to admit they drop below average. Claw on the Were's is neutered PLUS more expensive zombies. Shame. I loved the were's. Fragile but deadly. After this rule-change just fragile with no compensation for the team to be chosen over 'regular' Undead.

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Uber



Joined: Mar 22, 2004

Post   Posted: Jul 29, 2005 - 21:34 Reply with quote Back to top

They say a picture is worth a thousand words. I'm lazy, so here it goes:

Vault Rulesmaker =
Image

I concede that there are a few good changes, but overall it doesn't solve anything. It just brings a new set of problems instead of fixing the old ones. I also hate the borg-like attittude of the Vault committee & followers:

"We are the Vault. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile."

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tza



Joined: Aug 25, 2004

Post   Posted: Jul 29, 2005 - 21:59 Reply with quote Back to top

Colin wrote:
The Rotters - Much improved, fluffier roster, with an opportunity to load up on the excellent Rotter miniatures as linemen. Nurgle Warriors will spawn some outlandish conversion jobs.



I fail to see how the Rotters have become stronger, but, please enlighten me on the subject..

and no, I don't consider the models to count as improvements - game mechanics is where the improvements is, not the fluff.
Uber



Joined: Mar 22, 2004

Post   Posted: Jul 29, 2005 - 22:04 Reply with quote Back to top

They're maybe not stronger, but they're more manageable. The 60K beastmen with no apo were quickly crippled. Now they got cheap fodder for the line and better access to mutation. That looks good to me.

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tza



Joined: Aug 25, 2004

Post   Posted: Jul 29, 2005 - 22:17 Reply with quote Back to top

uber wrote:
They're maybe not stronger, but they're more manageable. The 60K beastmen with no apo were quickly crippled. Now they got cheap fodder for the line and better access to mutation. That looks good to me.


crapass mutations and weaker goats? No thanks, I preferr them as they were. The addition of nurgle's rot on more players is good though, but, it would be a cool addition without a nerf as well.
Dreamsplitter



Joined: Dec 01, 2004

Post   Posted: Jul 29, 2005 - 22:44 Reply with quote Back to top

how about 9 regen players compared to a max of 5 before? now that regen is BETTER than an apo? makes them pretty good i think.
Jinxed



Joined: Jul 04, 2004

Post   Posted: Jul 29, 2005 - 23:40 Reply with quote Back to top

I agree that the Rotters become much much more playable.

Shame that Necro's got such a big hit. Can anyone explain to me why no one else saw how much they got the short end of the stick? Zombies more expensive and claw neutered leaves exactly what for them in their favour? Maye I missed something.

Don't tell me it is the wider variety of skills. Everyone got that.

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