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Group managers: Rabe



Under construction.

(Links to all relevant PM conversations will go here.)

Under construction.

(Possible content: First legends. Tournament winners. Stable of the year. Top scorers/blockers of the past. Badges/awards.)

On coach level, between real human beings, the Big Guy Arena is a place to hang out and have fun with crazy games between some of the most hilarious players in Fantasy Football. Please stay friendly and laugh together, even when things go awfully wrong. It will happen here.

Also, games are over really quick, so no need for concessions, ongoing rants or blowing off steam at the cost of your fellow coaches. Just remember it's a game for two and while the Big Guys try to win and murder each other, we as coaches are basically on the same side.

On the player/team level, there is no such thing as sportsmanship. It's all a big show and kicking the ones that are down will be rewarded by the majority of the audience. Getting the opponent off the pitch is often enough a guaranteed win!

Stable Name

The stable manager can freely choose the name for his stable. As with all names in the Arena, it has to be compatible with the general Fantasy Football fluff. The manager should choose his stable's name wisely and it's no sign of weakness to turn to his fellow coaches for help and inspiration.


Stable Team

The Stable is represented by a team that does not actually play games, but is used to keep track of a stable's Arena Points, as a placeholder in tournaments and to show the stable's background, development and other fluff (including a stable logo). It has to be named [Stable] Stablename. Example: [Stable] Unbolted Door.

Minimum information in a Stable Team's biography:

Stable owner (real, coach or fantasy name)
Founding date
Motto
Current players, with team in brackets
Trophies and achievements


Active and passive Big Guy teams

A stable can train an unlimited amount of Big Guy teams. However, only up to three of them can be active during a season. Active teams can be replaced between seasons. However, only when a team has lost its Big Guy (see Rules -> Team Management) or has zero or less Arena Points, this goes unpunished: In every other case, the team's already acquired Arena Points (if any) are reduced by 1 (a negative AP score remains unchanged).

Side Note: All passive teams get -500 temporary Arena Points, so that active teams can easily be spotted on the Group Members page. Once they get active again, the temporary Arena Points are removed.


Big Guy Tiers and Stable Points

Big Guys are classified in tiers. These are based on the players' starting strengths as well as their potential. Tier 1 is the highest, Tier 5 the lowest. To prevent the stables to overload on the strongest players, each Big Guy is worth Stable Points, depending on his tier. A stable is by default not allowed to feature active teams worth more than 7 Stable Points.

TierBig GuysStable Points
1Minotaur (Chaos, Chaos Dwarf, Chaos Pact)
Ogre (Ogre Team)
Rat Ogre
4
2Kroxigor (Slann, Lizarmen)
Ogre (Human Team, Chaos Pact)
3
3Mummy
Snow Troll
Tomb Guardian
Warpstone Troll
2
4Beast of Nurgle
Treeman (Halfling Team)
Troll (Chaos Pact)
1
5Treeman (Woodelf Team)
Troll (Goblin Team, Orc Team)
0


Big Guys Strength

Big Guy Strength (BGS) is a value that is used in some tournaments to compare individual players. It's calculated

(Stable Points) + (TV costs of skills and stat upgrades /5000) - (TV hypothetical costs of stat decreases /5000) - (2 * number of Niggling Injuries)


Arena Points for Stable Teams

Teams collect Arena Points (AP) as a popularity score (see Rules -> Team Management). If an active team earns AP, the Stable Team's score increases by the same amount. If an active team loses AP, the Stable Team's score drops by the same amount. If a team leaves the Stable, its current AP are subtracted from the Stable Team's score. However, there will also be opportunities to earn bonus AP for a Stable in whole. Not participating in a tournament can lead to a slight decrease of a stables' fame.



One team, one player

Each regular team in the Big Guy Arena consists of exactly one player: A Big Guy. A Wood Elf Team in the Arena features a single treeman, a Chaos Team a single minotaur etc. Notable exception is Chaos Pact: While those teams are only allowed one Big Guy at a given time, they may choose another type of Big Guy after death/retirement of the former player. For a full list of available Big Guys, see "About" section.

Only regular teams (including Chaos Pact) can compete in tournaments.

Other teams are Stable teams (see "Rules" -> "Stable Management") and Special Teams (see "Rules" -> "Special Teams").


Team name and theme

While the Big Guys themselves are the stars of the Arena and its center of attention, their teams resemble families, tribes, tombs, clans or other groups that they are connected with. The background of such a group (team) can be biological, social or even economical and has to be reflected by the team name. The team name then can (but doesn't have to be) be part of the player name.

Examples:

Team 1 (Chaos Pact): Stonethrow Clan
First player (Chaos Ogre, deceased): Gurbak of the Stonethrow Clan
Second player: Grunda of the Stonethrow Clan

Team 2 (Wood Elf): Silverleaf Grove
First player (treeman, retired): Fungol Silverleaf
Second player: Feangol Silverleaf

Team 3 (Khemri): Princes of Techan Family Tomb
First player (Tomb Guardian, deceased): Akh'Techan
Second player: Seph'Techan

Deviations from this guideline are possible. Please contact the Arena administration first though.


Assistants

Big Guys with the Really Stupid negatrait are allowed to bring assistants to the field. These players may be of any other player type from his roster, but no other Big Guy (so no ogre or minotaur to assist a Chaos Pact troll). Also, an assistant may never start with or learn any skill from the list of prohibited skills.

An assistant may only take move actions and must interfere with the game as little as possible.
He may not assist on blocks or fouls if avoidable (he does not have to dodge away and thereby risk a turnover though). He may not put a tacklezone on opposing players or the ball and is not allowed to block opposing players' paths. If he catches a bounce or scatter, he must hand over the ball before the end of his team's next turn.
Exception: If an assistant learns the Sneaky Git skill however, he is allowed to foul, as long as he remains next to "his" Big Guy.

Assistants may be targeted by the opposing Big Guy as usual. Removing an opposing assistant is a valid tactic.

They may also be thrown (as a weapon or to bring them out of reach).


The first game

A team's first match always has to be played in the Mosh Pit (new teams will be added to the running Mosh Pit instance as soon as possible).
Since only full rosters can be submitted to FUMBBL, the first game has to take care of this issue. The game can either be played as normal as possible (following the rules below) with an additional player on the pitch who's not allowed to interfere with the game. Or it can be used as an opportunity to "feed" one (opposing) Big Guy Star Player Points. In this case, the setup rule for kickoffs (defending Big Guy in the central square) does not apply. Both forms are legal, coaches only have to agree ahead of the game and play the hole game in the spirit of this mutual agreement.


Banned Assistant Skills
GeneralAgility
Kick
Kick-Off Return
Pass Block
Shadowing
Sure Hands
Tackle
Catch
Diving Catch
Diving Tackle
PassingStrength
Dump-Off
Nerves of Steel
Guard
Mutation
Claw / Claws
Disturbing Presence
Extra Arms
Prehensile Tail
Tentacles

Rules for playing the game (overview, will be improved)
  • each team consists of one Big Guy (that always has to stay of the same type for a Chaos Pact team)
  • if the Big Guy is Really Stupid, the team can feature an unlimited amount of assistants (see "Assistants" section below)
  • Wizard, Star Players and Mercenaries may not be used (except for replacing a missing Big Guy)
  • in some scenarios, both teams get 200k of extra inducement money that have to be spent on two Bloodweiser Babes and one Wandering Apothecary or Igor, while Cards are not available
  • a missing Big Guy has to be replaced by a mercenary of the same type (with or without additional skill); the extra inducement money mentioned above may be used for this reason instead of taking Babes and Apo/Igor
  • only two players can enter the pitch
  • no player can be set up in the wide zones on kickoff
  • assistants are very restricted in their behavior (see "Assistants" section below)
  • fouls get an automatic +1 bonus to armor rolls
  • Sneaky Git works like Guard on foul assists
  • a player that uses Piling On and rolls a double in the process is knocked out immediately
  • Claw and Mighty Blow do not stack



Setup when kicking

The Big Guy has to be set up in the central square of the kicking team's half. Any assistants have to stand right behind the Big Guy.

The ball has to be placed next to the LOS on the central square.


Setup when receiving

Player cannot be set up in the wide zones. Aside from that, there are no restrictions on offensive setup. No player has to start at the LOS (even though it's often recommendable).



Special Teams

Arena Legends

On special occasions, true stars (like Berta Bigfist, Ripper... did someone say Morg?) visit the Arena.

With permission from the staff, coaches are allowed to create one team dedicated to this cause. The team has to be named "Arena Legends [coach name]" (replace "coach name" by your nick but leave the brackets!) and may contain no players on the roster after the first (Mosh Pit) match. It has to start with a Fan Factor as high as possible (usually 9) and 3 Cheerleaders. Assistant Coaches and Team Re-Rolls are allowed, Apothecary not (since it cannot be used on star players). The team may only be used after announcement made by a stuff member. IMPORTANT: Staff and coaches have to make sure that the team can hire at least one (Big Guy) star player via inducement money/petty cash ahead of each such game!

Maintenance Crew

There are quite a few dwarves working on the Big Guy Arena's service team. The green keepers are using steam rollers to flatten the arena ground after the matches. Among the dwarves it became a sport to "improve" their rollers in all kinds of ways. And they like to take them into the Mosh Pit, battling each other - and anyone else who's brave/stupid enough to challenge them.

Each coach may have one dwarf team that (after the first match) consists of one Deathroller only. The teams have to be named "Green Keeper X" (replace "X" by the lowest number available for a green keeper). They can join any Mosh Pit, but no other competition.

The Arena

Big Guys have always been a part of Blood Bowl, often an entertaining one - no matter if they shine or utterly fail. However, they're often punching-bags and rarely stars of the team (list of notable exceptions). In newer days, they often even aren't considered worth their cost. In the Big Guy Arena (BGA) it's the opposite: Here the hulks of Blood Bowl are the true and only stars.

Blood, sweat, feral roars - the crowd goes wild when the largest warriors roaming the pitches clash!

The Big Guy Arena itself lies in the far north, maintained by a bunch of ruthless businessmen and war-chiefs loosely associated with a cult of Khorne worshipers. Each of them supports at least one of the several stables, coalitions of three Big Guys each. The stable members never fight each other (at least not on the pitch) and their individual glory is partly transfered to the stable. Supporting headhunters are constantly roaming the lands (often in disguise), searching for raw new talents.


Stables and teams

In the Big Guy Arena you are not just a coach and team manager: You are a stable manager. A stable consists of three teams. Each team represents some kind of tightly connected social group (a family, a tribe, a pack, a tomb...). From those groups the actual players emerge.

Stables aim to amass money and fame and so does the Arena management. Fame is measured in the group's point system. The "Arena Points" (AP) represent the state of the stable. The teams have Arena Points as well. While winning (during) a tournament is the most obvious way to rise (or fall) in the Arena management's favor, there are other events that can have impact as well (example: special accomplishments grant extra points, while kicking a well-known family out of the stable has a negative effect).


Seasons

Each Arena season features two or three tournaments. One of them determines the start of a season. After the last tournament, the season keeps running for a short period of time in which special events and award ceremonies take place.


Pitches

The Arena provides two pitches: The Arena itself is the place where all tournaments are played, while the Mosh Pit is an area nearby, where Big Guys (and other folks) can face each other for training purposes. Playing in the Mosh Pit is completely optional. Once a stable or team has joint a tournament, playing the games is mandatory, not doing so will have severe consequences.


The Big Guys

All Big Guys that can be found on regular teams in Fantasy Football are known to frequent the Arena. This also includes mummies and tomb guardians (who are usually not considered Big Guys) and excludes the deathroller (as it's a vehicle manned by a dwarf). However, "sort-of" deathrollers can be found as green keepers in the Mosh Pit (for more information, see Rules -> Special Teams).



PlayerAdvantagesDisadvantagesAssistantsTier
Beast
of Nurgle
Foul Appearence
Limited Mutation Access
Tentacles
Really Stupid
Slow
Clumsy
Expensive Re-Rolls
Rotter (40k)
Pestigor (80k)
4
Kroxigor
(Lizardman)
Fast
Prehensile Tail
Clumsy2
Kroxigor
(Slann)
Fast
Cheap Re-Rolls
Prehensile Tail
Clumsy2
Minotaur
(Chaos)
Mutation access
Horns
Wild Animal
Frenzy
Weak Armor1
Minotaur
(Chaos Dwarf)
Horns
Wild Animal
Frenzy
Limited Mutation Access
Weak Armor
Expensive Re-Rolls
1
Minotaur
(Chaos Pact)
Horns
Wild Animal
Frenzy
Limited Mutation Access
Weak Armor
Expensive Re-Rolls
1
Mummy
(Undead)
Reliable (no Loner)Very Slow
Clumsy
Expensive Re-Rolls
3
Ogre
(Chaos Pact)
Limited Mutation AccessExpensive Re-Rolls2
Ogre
(Human)
Cheap Re-RollsNone2
Ogre
(Ogre)
Reliable (no Loner)Expensive Re-Rolls1
Rat
Ogre
Fast
Wild Animal
Frenzy
Prehensile Tail
Limited Mutation Access
Weak Armor1
Snow
Troll
Claw
Wild Animal
Frenzy
Weak Armor
Clumsy
Weak Punch (no Mighty Blow)
3
Tomb
Guardian
Reliable (no Loner)
Cheap
Slow
Clumsy
Expensive Re-Rolls
Decay
Weak Punch (no Mighty Blow)
3
Treeman
(Halfling)
Giant Strength
Reliable (no Loner)
Extra High Armor
Stand Firm
Serious Mobility Issues
Clumsy
4
Treeman
(Wood Elf)
Giant Strength
Cheap Re-Rolls
Extra High Armor
Stand Firm
Serious Mobility Issues
Clumsy
5
Troll
(Chaos Pact)
Resilient
(Regeneration + Apothecary)
Limited Mutation Access
Cheap
Can Throw Assistant
Really Stupid
Slow
Clumsy
Expensive Re-Rolls
Goblin (40k)
Skaven (50k)
Marauder (50k)
Dark Elf (70k)
4
Troll
(Goblin)
Resilient
(Regeneration + Apothecary)
Cheap
Can Throw Assistant
Really Stupid
Slow
Clumsy
Goblin (40k)
Looney (40k)
Bombardier (40k)
Pogoer (70k)
5
Troll
(Orc)
Resilient
(Regeneration + Apothecary)
Cheap
Can Throw Assistant
Really Stupid
Slow
Clumsy
Goblin (40k)
Orc Lineman (50k)
Orc Blitzer(80k)
Black Orc Blocker (80k)
5
Warpstone
Troll
Mutation Access
Resilient
(Regeneration + Apothecary)
Cheap
Can Throw Assistant
Really Stupid
Slow
Clumsy
Expensive Re-Rolls
Underworld Goblin (40k)
Skaven Linerat (50k)
Skaven Blitzer (90k)
3


Tournaments

By now there are two main competitions:

The "Clash of Big Guys" is a tournament where teams (and the social group they represent) stand against each other. Usually only one team of each stable can participate. Teams and stables get or lose Arena Points (AP) after the tournament according to their final position. The two best performing Big Guys meet again immediately after the tournament to fight for the title "Arena Champion" (a shiny trophy that also adds AP).

The "Stable Wars" are more complex with an additional layer of strategy, as stables bring all three active teams into the tournament and decide from round to round which of them joins the arena. The Stable Wars have a higher impact on the stable scores and less on the team scores.


Special Events

From time to time the Arena will host special shows. Only the most promising Big Guys will be part of it (measured by team scores, champion titles and/or team value in skills). These events can increase stables' and teams' fame (and therebye score) further.



This section will be renamed to "Joining" (or something similar).

If you are interesting in joining the Arena, please check whether you can answer the following questions with yes:

1) Do you have enough free slots to create at least two teams (FUMBBL limit = 100 teams)?

2) Are you able and willing to use IRC (and if for this league only)?
(If you're willing but need help, you'll for sure get it.)

3) Are you able to schedule games between 21:00 and 00:00 bbtime if necessary?
(If you want to join tournaments, this is mandatory.)

4) Do you get along with all current Arena members?


If you have no issues there and want to apply, contact the Arena Administration (a.k.a. Rabe).

Your application will be brought before the current members and if no one has a veto against you, you're in!