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Spaceman_Spiff



Joined: Oct 22, 2004

Post   Posted: Sep 13, 2005 - 08:07 Reply with quote Back to top

JJ, Galak, and everone else who thought this up. it's great. I look forward to playtesting it.

As for your little skaven/chaos issue there, not everyone would end up with an everpowered team. Some people such as AFK like to think outside the box, and create strategies they didnt just copy from a teamlist on fumbbl or stumble across the teams creation without a plan... er... you know what i mean. It only upsets game balance because a good portion of players dont think out a plan with their team. they just choose skills as they come which seem ok at the time instead of aiming for the long run. I dont believe it will be any more broken than your typical guard/MB/PO/SF dwarf wall team.
however my opinion is still limited because i havent playtested it yet. but others have. Your playtesters must have some feedback on them by now, Galak.

The only worry i have that hasn't been adressed is Overtime. Coin toss for who gets offence on sudden death can be rather unfair, especially if your Wood Elf opponent wins the toss...damn those pansies...

In our league what we have done is both teams get 4 turns on offence to score. once on offence for up to 4 turns, once on defence for up to 4 turns. If the score is still tied at the end of that maximum of 8 turns (leftover turns are lost) then the game is tied. with the exception of cups of course. they keep going.
Any team can score in 4 turns, and this way both sides get a fair chance. It seems to work out quite well and none of us have had any complaints.

just my 2cents
Skrofler



Joined: Aug 16, 2005

Post   Posted: Sep 13, 2005 - 16:08 Reply with quote Back to top

Eddy wrote:
@Skrofler
yeah, i succeed in beating the crap out of Elf teams with my fling team. that's what we were talking about, that's what i proved to you. you chose to not be convinced, that's your call, but there is proof.


Well, I wasn't asking about your cherrypicking record.
I still see no proof of trees being that good against a skilled elf coach with an equally rated team.
Eddy



Joined: Aug 04, 2004

Post   Posted: Sep 13, 2005 - 19:00 Reply with quote Back to top

they're not THAT good, they're decent.

anyway, why am i bothering arguing with someone who blinds himself to evidence ?

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Torellion_Hawkwind



Joined: Jul 30, 2005

Post   Posted: Sep 13, 2005 - 19:11 Reply with quote Back to top

Greenfort wrote:
A couple of things seems to be a bit radical!!! The High Kick result on the kick-off is incredibly powerful. A lot of skills have become less powerful.
Not sure about the new injury table, but niggles seems less of a worry under these rules.
What troubles me the most, if these rules become official, is the fact that a roll of 10 on the skill table can give you AV+. Damn!! Orcs, Dwarfs etc. will become even more crazy with a few lucky advancement rolls. Or Elves can end up with 9-10 in AV.





Firstly 10Av wood elf would be inpossible, max you can get is +2 in any stat NEVER more.


secondly, whats the different between a dark elf that adds +1 MA and a wood elf that adds +1AV, the answer NONE
Synn



Joined: Dec 13, 2004

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

Consider this both for fluff and for effectiveness:

Khemri blitz-ras get strength skill while wights don't. This is against the fluff for anyone who has ever played fantasy knows that wights were monsters!

Also, Undead, while a very good team no doubt, tends to not stack up against other bashers. They may have the mummies which rock, but they tend to lack that extra ommph.....

Consider handing wights strength skills as they are the only team to have a formal blitzer without them (leave them elves out of this!). Futhermore look at thier cost now. They are the heart and soul of an undead team and yet crazy overpriced compared to any other player in the game. Hand them strength skills or reduce the cost.

Any noticed how Horkon Heartripper has multiple block? So you can have multiple stab? This is COOL!

Great job on the rules. I look forward to playing this as soon as we get a new client (mabey someone skilled can help Skijunkie or put out an alternative client since this man is busy and a hero to all). As for divisions.... replace ladder with this.

Peace,
__Synn
CorporateSlave3



Joined: Feb 07, 2004

Post   Posted: Sep 13, 2005 - 20:54 Reply with quote Back to top

Synn wrote:

As for divisions.... replace ladder with this.


Why you gotta come at Ladder like that? We (few) dedicated Ladder coaches love our little division! You go to [L] Synn...you go right to [L]!

Wink

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sk8bcn



Joined: Apr 13, 2004

Post   Posted: Sep 14, 2005 - 10:37 Reply with quote Back to top

With something like 80 teams in active ladder group + the coaches that plays but not rated in, Ladder is far more active than DivX, and the ladder channel get's activer. May you say whatever you want, I expect ladder to become a pretty cool division.

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Mezir



Joined: Aug 02, 2003

Post   Posted: Sep 14, 2005 - 11:19 Reply with quote Back to top

Become? It already is. All the cool guys hang out in Ladder. Cool

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Build a man a fire and he's warm for a day; set a man on fire and he's warm for the rest of his life.
Cloggy



Joined: Sep 23, 2004

Post   Posted: Sep 14, 2005 - 11:22 Reply with quote Back to top

Mezir wrote:
Become? It already is. All the cool guys hang out in Ladder. Cool


Just a shame they do so on monday night, when I rarely have time to play Crying or Very sad

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jimimothybodles



Joined: Mar 31, 2004

Post   Posted: Sep 14, 2005 - 12:45 Reply with quote Back to top

Torellion_Hawkwind wrote:
secondly, whats the different between a dark elf that adds +1 MA and a wood elf that adds +1AV, the answer NONE


yes, but whats the difference between a wood elf that gets +MA and a dark elf that gets +AV? LIFE! when the dark elf catches up to the wood elf, the wood elf dies!

..just a thought

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iowbloodbowl



Joined: Nov 19, 2003

Post   Posted: Oct 06, 2005 - 01:36 Reply with quote Back to top

Vault - is it worth it?

i've just been informed by a mate that works for GW that a new BB won't be on the cards due to the cost/income not working in their favour + the fact that out of over 100 staff only (so i was told) only 2 are working on the specialist games atm (5 or so inc. BB). so as new rule books etc. could be produced old JJ / CW won't make them "mainstream" as the owner will not make a big pile of cash.

there was more stuff, but im a bit drunk now so i will post later Very Happy - just felt this was a bit of a slap in the face to the old BB players
iowbloodbowl



Joined: Nov 19, 2003

Post   Posted: Oct 06, 2005 - 01:42 Reply with quote Back to top

ps. been playing the vault rules and they get a non-comital tumbs up :S - the Kem mummy Frenzy access is too much, even if a rules approver said that dauntless access makes up for this, it doesnt float in game
SnakeSanders



Joined: Aug 02, 2003

Post   Posted: Oct 06, 2005 - 14:39 Reply with quote Back to top

Specialist games make up about 10% of GW's overall earnings, but then again, GW's big earner is Space Marines, with 80% of the 40k sales.

Galak has been finishing off the Vault, but AFAIK the vault was always going to be official as a ruleset, maybe now there wont be a new boxset like we heard woulf be promised
SnakeSanders



Joined: Aug 02, 2003

Post   Posted: Oct 06, 2005 - 14:50 Reply with quote Back to top

Here are the changes from 1.9 to 1.10, some of the points are still under discussion, namely CD Blockers getting mutation access on doubles, do feel free to contribute to the discussions, you can find the link in my signature!

Galakstarscraper wrote:
Changes from 1.9 to 1.10

http://www.blood-bowl.net/LRB_PBBL/PBBL/PBBL_1.10.pdf

Basic/Advanced Rules, Background, and Creating your Team Rules:

1) Apothecary gains Chirurgeon ability as extra ability. Can use either the 1.09 Apothecary ability OR the Chirurgeon ability once per a match. This does NOT delete the Chirurgeon inducement.

2) Wording clean-up.
Made consistent timing wordings on all the cards. Changed knocked over and fall over to knocked down throughout rulebook. Eliminated the use of Prone meaning face-up and in some areas both face-up and face-down by adding Stunned to text if face-down was also true for that rule. Consistently made the language in the rulebook for placed Prone to mean being placed face-up without an armour roll. The "placed Prone" language is important for consistency because I watched a rules lawyer argue that a Piling On player could stand up after Piling On since he was not knocked down which was the only
thing referenced in the standing up rules (loophole is now closed) with the use of the term "placed Prone" throughout the rulebook.

3) Actions have been made italic in the skill text so that it is more clear when an action is being discussed. This has proved important as block and Block action are often confused.

4) Added Did you Knows for Troll Slayer, Wardancer, and Witch Elf. (thanks to Mordredd/Thadrin/Mo) Also added Did You Knows for Heroes of Law, Evil Gits, and Mongrol Horde so that text on them could be removed from background text on the history of the game and races.

Skills:

5) Grab improvement
Quote:
A player with this skill uses his great strength and skill to grab his opponent and throw him around. To represent this only while making a Block action he may choose any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz action, Grab and Side Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares and cannot be used if the player must use Frenzy with a block.


6) Jump Up/Spring Back merger (Spring Back is deleted)
Quote:
A player with this skill is able to quickly get back into the game. If the player declares any action other than a Block action he may stand up for free without paying the three squares of movement. The player may also declare a Block action while Prone which requires an agility roll with a +2 modifier to see if he can complete the action. A successful roll means the player can stand up for free and block an adjacent opponent. A failed roll means the Block action is wasted and the player may not stand up.


7) Better and/or clearer/fixed spellings and descriptions of Nurgle's Rot, Secret Weapon, Take Root, No Hands, Loner and Ball & Chain. Actual skills did not change.

Cool Tentacles
Quote:
The player may attempt to use this skill when an opposing player attempts to dodge or leap out of his tackle zone. Each coach rolls a D6 and adds their player’s ST value to the score. If the result for the tentacled player is higher than the result of the moving player, then the moving player loses movement equal to twice the difference between the two results for this turn. If this takes the opponent's remaining normal movement to zero or less he is held firm and may not leave the square or attempt to move or Go For It any further. If a player attempts to leave the tackle zone of several players that have the Tentacles skill, then only one of the opposing players may attempt to grab him with the tentacles.


9) Revised wording for Throw Team-mate
Quote:
A player with this skill may hurl a player with the Right Stuff skill down the field. The player making the throw must end a Pass action standing next to a standing player with the Right Stuff skill. Roll a D6; on a roll of 1-3 he fails to grab the player and his Pass action ends, but on a roll of 4-6 he may then hurl the player with the Right Stuff skill a number of squares equal to his (i.e., the thrower’s) Strength. The distance is counted from the square occupied by the thrower, rather than the square occupied by the player being thrown. The player may be hurled to any square on the pitch and any occupied squares or tackle zones along the way are ignored. The player that has been thrown is then scattered three times, just as if he were a scattering ball. If he scatters off the pitch he is beaten up by the crowd in the same manner as a player who has been pushed off the pitch. If the final square he scatters into is occupied by another player, treat the player landed on as knocked down and roll for Armour (even if already Prone or Stunned), and then the player being thrown will scatter one more square. If the thrown player would land on another player, continue to scatter the thrown player until he ends up in an empty square or off the pitch (i.e. he cannot land on more than one player). Note that skills that are used to affect a pass cannot be used upon a thrown team-mate, and that thrown team-mates may not be intercepted. See the Right Stuff entry to see if the player lands on his feet or head-down in a crumpled heap!


10) Right Stuff re-wording:
Quote:
A player with the Right Stuff skill can be thrown by another player from his team who has the Throw Team-mate skill. See the Throw Team-mate skill entry below for details of how the player is thrown. When the square the player will finally land in has been determined, he must make a landing roll unless he landed on another player during the throw. A landing roll is an Agility roll with a -1 modifier for each opposing player’s tackle zone on the square he lands in and each tackle zone on the square occupied by the player that threw him. If he passes the roll he lands on his feet and may take an action later this turn if he has not already done so. If the landing roll is failed or he landed on another player during the throw he is knocked down and must pass an Armour roll to avoid injury. A failed landing roll or landing in the crowd does not count as a turnover unless the player was holding the ball.


11) Chainsaw ends the players movement if used on a Blitz.

Inducements

12) Journeymen inducement up to 11. This inducement is new.
Quote:
If your team can only field 10 or less players for this match, you may induce as many of any player that your team is allowed to field 0-16 until your team can field 11 players for this match. Each journeyman costs his normal cost and has the Loner skill as they are unused to playing with your team.


13) Rename Apothecary inducement to Healer. No roll to see if he works and allow any team to use him.

14) Deleted the Sideline Staff inducement.

15) Bloodweiser Babe ... 50k for 0-2 with +1 to KO roll for each purchased.

16) Master Chef is 100,000 for Halfling teams.

League Rules

17) The Bank rules allows up to 100,000 of cash to not counts towards Team Value. However Spiralling Expenses if you have not won enough to pay them requires you to pay from the Bank if you don't have enough in Treasury.

Tournaments:

1Cool Dungeonbowl Wizard to 50k ... this seems more in line with the benefits given by the other major trophies.

Special Play Cards:

19) Bugman's XXXXXX changed to Buzzing. Added +1 AG and No Hands to card.

20) Beguiling Bracers, Rabbit's Foot, Gloves of Holding, Inertia Dampner, Kicking Boots, Gromskull's Exploding Runes, Magic Helmet, and Iron Man all changed to be play in game instead of pre-game.

21) ZAP! card ... Frog gains Titchy skill as well.

21b) Cleaned up wording on Option Play.

21c) Made Suicide Blitz useable only a player without the ball and he gains No Hands for the Blitz action.

Team Lists:

22) Kroxigor typo fixed ... given Thick Skull

23) Norse Blitzers and Dark Elf Witch Elves lose Spring Back.

24) Gutter Runner changed to Runner, Storm Vermin changed to Blitzer, High Elf team received generic position names, Long Beards are just Blockers.

25) Amazon Re-rolls to 50,000

25b) Ogre team Ogres lose Loner.

26) Norse Minotaur replaced with Snow Troll:
Snow Troll (120,000 gold)
5/5/1/8 LONER, Claws, Disturbing Presence, Frenzy, Wild Animal Normal: S Double: GAP

27) Chaos Dwarf players given Mutation access on doubles.

2Cool Necromantic Werewolf loses Catch and gains Regeneration.

28b) Skaven can gain mutations on doules only.

Star Players

29) Varag given Thick Skull and loses Spring Back ... price is now 230,000.

30) Hubris loses Spring Back and gains Jump Up.

31) Norse team given a Star Snow Troll (Icepelt Hammerblow) to replace Grashnak
Plays for Norse
340,000
5/6/1/9
Loner, Block, Claws, Disturbing Presence, Frenzy, Mighty Blow, Regeneration

32) Redo some star prices (most of these are due to 1.9 and 1.10 changes to the rules
that made certain skills worth more or less)
Brick 290,000
Luthor 390,000
Hakflem 240,000
Horkon 200,000
Jordell 230,000
Ramtut 310,000
Skitter 160,000
Zzharg 60,000

===============================================

Galak
HollowOne



Joined: Sep 23, 2004

Post   Posted: Oct 06, 2005 - 15:11 Reply with quote Back to top

Quote:
28: Necromantic Werewolf loses Catch and gains Regeneration.


Nice.

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