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Poll
Best Post Apocalyptic flop?
Waterworld
33%
 33%  [ 66 ]
Salute of the Jugger (called The Blood of heroes in some regions)
15%
 15%  [ 31 ]
The Postman
14%
 14%  [ 28 ]
Dredd (not the sly stallone one)
24%
 24%  [ 48 ]
Deathrace 2000
6%
 6%  [ 13 ]
Deathsport
1%
 1%  [ 2 ]
Cyborg
3%
 3%  [ 7 ]
Total Votes : 195


Nicouf



Joined: Jul 21, 2015

Post   Posted: Aug 05, 2020 - 20:22 Reply with quote Back to top

ClayInfinity wrote:


I dont think the definition is flawed. Its quite clear.


It is clear but it does not take into account all forms of stalling, like the loophole I mentioned, or just stalling one gfi away from the endzone. To me stalling refers to not scoring when you can easily do it, and the definition used here covers only part of the stalling possibilities, the fact that it remains possible to stall without fulfilling those conditions proves it. In this way it is flawed.

ClayInfinity wrote:

However what you're proposing is a loophole on how to avoid "the penalty" (whatever that is).

Technically you are correct... if you have all your players blocking enough squares to mean you have to go around them and GFI into the endzone, then yeah, sure you can play on.

But if all your players are doing that, then who is marking the other team chasing you? I would counter that your scenario would never happen save a near pitch clearing drive.


Well if you place your ball carrier at the sideline you need only two players in front of him to make it one square more away, two if you use 3 players. So it is not that difficult to use, although obviously you need to already have the upper hand on your opponent to afford that strategy.
Mingoose



Joined: Jul 28, 2016

Post   Posted: Aug 05, 2020 - 20:43 Reply with quote Back to top

They should have just made a “red zone”, an arbitrary number of squares from the end zone that triggers the rule. 4 squares makes sense as that is the lowest MA.
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 05, 2020 - 20:54 Reply with quote Back to top

Garion wrote:
BIG NEWS JUST IN.

new rosters

Black Orc Team
0-16 Goblins Bruiser linemen 45k 6 2 3+ 4+ 8+ Dodge, Right Stuff, Stunty, Thick Skull A GPS
0-6 Black Orcs 90k 4 4 4+ 5+ 10+ Brawler, Grab GS AP
0-1 Trained Troll 115k 4 5 5+ 5+ 10+ always hungry, loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regen, TTM
RR 60k
tier 2

Special - Badlands Brawl, Bribery and corruption

Humans
Yes they are still a roster
0-16 Linemen 50k 6 3 3+ 4+ 9+ G As
0-2 Thrower 80k 6 3 3+ 2+ 9+ sure hands Pass GP AS
0-4 Catcher 60k 8 2 3+ 5+ 8+ Catch Dodge AG SP
0-4 Blitzer 85k 7 3 3+ 4+ 9+ Block GS AP
0-3 Halflings - standard stuff
0-1 Ogre 5 5 4+ 5+ 10+ Bone Head, Loner (4+), Mighty Blow (+1), THick SKull, TTM
RR 50k
tier 1
special - Old World Classic

Imperial Noble teams
0-16 Impereal Retainer Linemen 50k 6 3 3+ 4+ 8+ Fend G AS
0-2 Impereal Thrower 75k 6 3 3+ 3+ 9+ Pass, Running Pass GP AS
0-2 Noble Blitzer 105k 7 3 3+ 4+ 9+ Block, Catch GA SP
0-4 Bodyguards 90k 6 3 3+ 5+ 9+ Stand Firm Wrestle
0-1 Ogre 5 5 4+ 5+ 10+ Bone Head, Loner (4+), Mighty Blow (+1), THick SKull, TTM
RR 70k
tier 2
special - Old World Classic


Surprised this isn't causing more chat ^

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Last edited by Garion on %b %06, %2020 - %08:%Aug; edited 1 time in total
MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 05, 2020 - 20:57 Reply with quote Back to top

Mingoose wrote:
They should have just made a “red zone”, an arbitrary number of squares from the end zone that triggers the rule. 4 squares makes sense as that is the lowest MA.

The lowest MA (assuming no Injury malus) is 2.
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 05, 2020 - 21:03 Reply with quote Back to top

Strange they say black orcs are tier 2 and human tier 1. Looking at them black orc is the superior team.

Unless brawler is a negatrait?

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SquirrelDude



Joined: Mar 22, 2015

Post   Posted: Aug 05, 2020 - 21:16 Reply with quote Back to top

Black Orcs look like bad Lizards
Imperial Humans look like worse Blood Bowl 2 Bretonnians with an Ogre.

Make whichever comparison you prefer for the Imperial positionals, it's a little underwhelming for gaining two players with a skill to negate both down.

Human Thrower: 0-2 63348 Pass Surehands GP/AS 80k
Imperial Thrower: 0-2 63338 Pass Running Pass GP/AS 75k

Human Blitzer: 0-4 73328 Block GS/AP 85k
Imperial Blitzer: 0-2 73328 Block Catch AG/PS 105k

Human Catcher: 0-4 82317 Dodge Catch AG/SP for 65k
Imperial Blitzer: 0-2 73328 Block Catch AG/SP for 105k

Human Blitzer: 0-4 73328 Block GS/AP 85k
Imperial Bodyguard: 0-4 63318 Wrestle Standfirm GS/A 90k

I guess for the many who don't know Blood Bowl 2 Bretonnians

Code:

QTY  Position Cost MA ST AG AV  Skills                  Access
0-16 Peasant   40k 6  3  2  7   Fend                    G/APS
0-4  Blitzer  110k 7  3  3  8   Block, Catch, Dauntless AGP/S
0-4  Blocker   70k 6  3  3  8   Wrestle                 GS/AP

Reroll 70k
Apo    Yes       
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 05, 2020 - 21:44 Reply with quote Back to top

Brawler Skill -
May re-roll a single both down result on a block (not blitz) in your turn. Note this skill cannot be used more than once a turn, even if on multiple players.

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AzraelEVA



Joined: Nov 14, 2015

Post   Posted: Aug 05, 2020 - 21:53 Reply with quote Back to top

MattDakka wrote:
Does rolling dice include Blood Lust tests, Bonehead tests etc. for the Time Wasting rule?
Because for a Vampire could be risky trying to score even without GFI/Dodges etc. if there is no Thrall to bite nearby.


One of the definitions is:
The player can be activated without rolling a d6 to do so
so no you are excluded from time wasteing if you have Blood Lust and Bonehead.
WhatBall



Joined: Aug 21, 2008

Post   Posted: Aug 05, 2020 - 21:55 Reply with quote Back to top

Mingoose wrote:
They should have just made a “red zone”, an arbitrary number of squares from the end zone that triggers the rule. 4 squares makes sense as that is the lowest MA.

I'm thinking they should have stayed far away from trying to make a rule around stalling. Seems like a massive headache.

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mister__joshua



Joined: Jun 20, 2007

Post   Posted: Aug 05, 2020 - 22:07
FUMBBL Staff
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Garion wrote:
Strange they say black orcs are tier 2 and human tier 1. Looking at them black orc is the superior team.

Unless brawler is a negatrait?


I guess it depends what the tiers are used for. Current Humans are quite popular in tournaments, and making their blitzers cheaper and adding in Halflings is a definite boost. The thrower getting better for increased cost is debatable, but being able to TTM gives them good options. The Black Orcs otoh are max move 6 and only the goblins can handle the ball with any reliability. Don’t get me wrong I like the team and want to give them a go, but I can see why you’d put them a tier below the humans.

If these tiers are intended for non-progression tourneys then personally I prefer the more granular system with 7 tiers.

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mister__joshua



Joined: Jun 20, 2007

Post   Posted: Aug 05, 2020 - 22:08
FUMBBL Staff
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Garion wrote:
Brawler Skill -
May re-roll a single both down result on a block (not blitz) in your turn. Note this skill cannot be used more than once a turn, even if on multiple players.


That sounds decent, but don’t really like the once a turn thing. It seems weird. No other skills (currently) work like that. Unless my multiple players it means with multi block?

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Garion



Joined: Aug 19, 2009

Post   Posted: Aug 05, 2020 - 22:16 Reply with quote Back to top

no, that's my wording, it means the skill can only be used once per a turn per team.

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mister__joshua



Joined: Jun 20, 2007

Post   Posted: Aug 05, 2020 - 22:18
FUMBBL Staff
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Not sure how I feel about that one. It’s a new way of skills working that could lead to losing track of things

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Nelphine



Joined: Apr 01, 2011

Post   Posted: Aug 05, 2020 - 22:18 Reply with quote Back to top

Kondor wrote:
Nelphine wrote:
Except you just reform the cage in the same formation, and you are no longer wasting time?


No. If your turn starts with the ball carrier in range to score without rolling dice and you choose not to score, by this rule, you are wasting time. The check is made before you start moving any players. It does not matter what the situation is when the offense ends it's turn. You are wasting time if your turn starts with all the conditions met and then you do not score that turn.

If the defense leaves a clear path to the endzone for the ball carrier to score without rolling dice you have to take it or pay whatever the penalty may be for wasting time.

If you are able to stall with your ball carrier outside of scoring range, you are fine.


Wait, when did it say that this was defined at the start of the turn before any of your players have taken any actions? That would certainly change it.
AzraelEVA



Joined: Nov 14, 2015

Post   Posted: Aug 05, 2020 - 22:20 Reply with quote Back to top

mister__joshua wrote:

That sounds decent, but don’t really like the once a turn thing. It seems weird. No other skills (currently) work like that. Unless my multiple players it means with multi block?


Horns work like that. Juggernaut works like that. Pass Block works like that. Kick-off return works like that.
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