25 coaches online • Server time: 09:42
* * * Did you know? The player with the strongest arm is Cherrystone Hotpack with 5758 yards passed.
Log in
Recent Forum Topics goto Post Gnomes are trashgoto Post ramchop takes on the...goto Post Chaos Draft League R...
Evilo
Last seen 43 weeks ago
Overall
Rookie
Overall
Record
0/0/0
Win Percentage
n/a
Archive

2011

2011-05-26 04:27:12
rating 3.8
2011-04-09 22:58:30
rating 3.3
2011-05-26 04:27:12
29 votes, rating 3.8
LRB4 vs LRB6
A few weeks ago I was idle listening to the #fumbbl channel and two guys were discussing the new rule set and how much better the old lrb4 ruleset was in comparison to the lrb6 new ruleset. I've been playing lrb6 on fumbbl since the beta started, and haven't played a single game on lrb4 ever since, so as you can imagine I'm a big fan of the new ruleset. Back then I decided not to get involved in the conversation, but it has been bugging me ever since so I decided to write a (rather long) blog entry about it.

So, why lrb6 is so much better then lrb4:

a)Fouling. The biggest change I guess was the nerf of the dirty player skill and bringing back the old referee rule instead of the "eye of the referee"-rule. I really like that. Back in lrb4 the rules favored a playstyle with lots of fouling, especially the first turn each half was usually entirely dedicated to separating and fouling a key opposition player, and that with only minimal risk of getting send off. I really hated that, it felt like you only started playing bloodbowl at the second turn and before you played some odd game called foulbowl. I say "eye" and old dirty player skill: good riddance, it wasn't fun or interesting, and now we can actually focus on playing the ball or block the shit out of the opponent.

b)Skills. I like the new skills like wrestle, fend, grab or juggernaut. They have their uses for certain players, are well balanced and add new dimensions to the game. There are also a few new race specific skills like titchy, decay or nurgle's rot, and they have been great as well. There is/have been huge discussions about the new claw and pilling on skills. I don't really want to go into this discussion, I find the combo mildly annoying, but I think that bashy teams need a combo like this to work, and if I look at my own teams, my bashy nurgle team has lost 1/3 games, and my darkelves have lost 1/8 games, so the combo is hardly a sure win strategy. What I really! liked about the new skills, which I believe has not been noticed much, are two other skills that have been reworked: stunty and off-for-a-bite. The new version of the skills greatly reduce the number of dead/seriously injured players you suffer each game, thus making building up both stunty and vampire teams far more fun and less frustrating then they used to be. I've been playing an underworld team for a while now and it's really a huge difference.

c)Teams. So we got three new teams: underworld, chaos pact and slann. I played the first two and they are both well balanced and fun to play. Also a few team rosters changed. I played nurgle in lrb4 and in lrb6, and I had to retire my lrb4 nurgle team simply because with no regen and no apo, I suffered so many injuries that over time I would either have to retire half the team or give away huge inducements. New nurgle far better balanced in that regard and alot more fun. Same goes to necros, werewolves with regen are so much better then knowing that two of your key players have a very low expiration date. So while I enjoy the new teams and the small changes to the old ones, there are two occasions where teams really drew the short straw. One is Ogres. Ogres used to be a solid team in lrb4, tough but not really successful. Now, in lrb6 they suck big time. Not only is the team limited to six ogres, making 2/3 of the team not ogres (it is now actually a stunty team), they also turned the goblin players on the team into snotling. Now goblins are far from good players, but they are ok, they are decent. Snotlings, fucking snotlings! are only good for one thing, and that is giving spp to the other team when their ugly little skulls get smashed in. But hey, you can decide on which square you want your snotling player to bleed out, great! isnt it? Seriously, I both salute and pity the coaches that try to play the pile of shit that is the new ogre roster. The other team that got the short stick is Khemri. In lrb4 khemri teams, with lots of cheap players with only general access, relied heavily on fouling the other team. The new fouling rules already hit the khemri hard, but to add insult to injury they replaced the cornerstone of the team, the mummies, with "tomb guardians". That is a major downgrade, not because of decay, with av9 and regen that negative trait hardly matters, but taking away mighty blow from these players means that it will take forever for them to start skilling and then their skill progression will be far slower then of their undead counterparts: getting to those 16 spp you want for mighty blow and guard is just painful. So you get four big guys without mb, and a rest of the team that is neither fast, strong, tough or agile. And what the hell is up with that: you get ag2 throwers, which is already bad, but how could whatever lich-priest raising the team think it would be a smart idea to raise the throwers, but leave the catchers in their sarcophagus? Seriously though, I think the rule commission went to far with nerfing those two rosters and they badly need an overhaul.

So I conclude, besides those two team roster that need fixing, I think lrb6, compared to lrb4, is by far the superior, interesting, well-balanced and fun ruleset, and while I understand people prefer lrb4 for nostalgic reasons, there is very little ground to support the notion that lrb4 is even close to equal to the new ruleset.
Rate this entry
Comments
Posted by monkeygoose on 2011-05-26 05:12:55
Don't forget Ageing, Journeymen, more fair team values, better inducements, etc...
Posted by Kinks on 2011-05-26 05:47:09
Haven't read all of you block of text, but I disagree.

1) Fouling has been nerfed so bad that it is almost useless, making the game less tactical as you no longer have to consider positioning key players away from possible gang fouls.

2) The new skills aren't that great. The removal of traits makes players, teams and the game less colourful in my eyes. the modifications to claw and piling have made many bland teams and displeased many people - just see the threads.

3) The teams have been rebalanced, but I wouldn't say better balanced. Zons - one of the teams requiring most attention has been left untouched. Flings, have for some reason been nerfed. The new teams all have there flaws.

LRB 4 was better than LRB 3 IMO, why they went backwards and the sideways rather than just carrying on forwards is beyond me. Bring on LRB 7!
Posted by lizvis on 2011-05-26 06:42:15
derp derp derp fael
Posted by JoseBagg on 2011-05-26 07:39:12
I could right a blog saying I don't like the new rules and use your points almost verbatim to support my claim.
Posted by pythrr on 2011-05-26 07:53:35
bring back the eye

most of the other changes (except po stacking av rr) are fine
Posted by pythrr on 2011-05-26 07:54:16
also this

2) The new skills aren't that great. The removal of traits makes players, teams and the game less colourful in my eyes. the modifications to claw and piling have made many bland teams and displeased many people - just see the threads.
Posted by veron on 2011-05-26 08:02:35
What pythrr said
Posted by Garion on 2011-05-26 09:18:38
Bring back ageing (though only starts from 3rd skill on). Make Mutations doubles again. Make the killer combo Claw + RSC again (not very easy to build these players with ageing about and two doubles required) and make it so it cant stack with MB and get rid of Pilling on, the stupidist skill in the game. Get rid of Perfect Defence, Bitz and pitch invasion (complete game ruiners imo) on the kick off table. Leave fouling as it is but bring back +1 for the av roll. Do all this then I would be happy.

Now before I get attacked for suggesting ageing again I personally think it was a vital part of the games mechanism. While I hated it sometimes it made creating star players very hard and made them very rare, as they should be. It also promoted balanced team building instead of skill stacking on a handfull of players while leaving the rest of the roster as rookies which was a good thing.

Now claw - the change to claw was a very good one, but it is too easy to build armies of claw players because they get mutations on normal rolls which is another silly move imo.
Posted by RC on 2011-05-26 09:23:21
Leave out aging, bring back old dp but leave out get the ref. Po can stay, with the old dp we shalll see if people dare to po as much as they do now.
Bring back traits :) But have chaos still be able to mutate on normal (kill those dorfs and orcs). Make CP be able to mutate on doubles and make UW able to mutate on normal. Make nurgle able to mutate on doubles (they are already mutated).
The rest is fine.
Posted by RC on 2011-05-26 09:27:27
Oh yeah, bring back old SF. New Sf sucks that its not even worth taking.
Posted by RC on 2011-05-26 09:28:10
And Go Back to old JU as being a trait.
Posted by Garion on 2011-05-26 09:33:57
Yeah traits would also solve a lot of the issues.

But if fouling went back to how it was it would just make CPOMB teams even more powerfull. +1 for DP is enough. Just need the +1 to av roll back I think.
Posted by gjopie on 2011-05-26 10:14:00
Actually, we got three new teams.
Posted by f_alk on 2011-05-26 15:33:58
Bring back 1st Ed rules, the french ones.
Posted by X_Sniper on 2011-05-26 22:47:12
one thing no one has mentioned in these comments is... OGRES GOT SCREWED! no two ways about it, I'm fine with there being 6 ogres, but DON'T: jack up the oger price, replace the gobos with snotlings.

other than that, I realy don't have any complaints about the new rules. Some new rules, a new look, not too bad in my opinion.
Posted by spiro on 2011-05-26 23:51:45
I conclude pffft