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Grind 2.0 Custom League


Mercenaries of Tilea
Law
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman5327NoneS:GAP145k
0-1Thrower6237PassP:GAS165k
0-2Catcher7236CatchA:GPS175k
0-2Blitzer6337NoneG:SAP165k
0-2Dwarf4328Block, Thick SkullS:GAP145k
0-2Elf7246NoneA:GSP145k
0-2Goblin6136Right Stuff, Dodge, StuntyA:GPS175k
0-2Black Orc4428NoneS:GAP165k
0-2Skaven8146NoneA:GSP145k
0-2Ogre5529Bone-head, Mighty Blow, Thick SkullS:GAP205k

Re-Rolls: 100k
Apothecary: Yes

Roster Size: 12
Starting Treasury: 1,800k
Skill Progression: 10, 25, 50

History
Grind was founded nearly 2 years ago by the merchant lords of Tilea. They wanted their own local version of the game, for enjoyment and more importantly profiteering, so drawing on the vast array of mercenaries in the region set about forming a league. You can read the full history of Grind on the original group page here.

Design Principles
Grind was originally created around a few key principles that I hope to recreate here.
- Amateur: The teams competing should feel amateurish, leading to more high-risk plays.
- Teambuilding: Building a team should be a hardship, struggling for finance and talent.
- Playstyle: The game should be fast and frenetic and play/feel different to regular Blood Bowl.

Explanation & Rationale
The roster size and cost combine in a few interesting ways. Firstly, starting rosters will have a minimum TV of 1740TV, just 10 short of hitting Sprialling Expenses. This will make acquiring money and replacing players difficult. Also no team will be able to start with a re-roll, and gathering together 200k gold for one will be tough. The minimum and maximum roster size is set to the same level, meaning all teams will always have the same number of players entering a game. The skill progression is also slowed down greatly, meaning replacing skilled players is more of a decision. Finally, limiting the skills certain player races have access to restricts some skills to certain player types and limits certain combinations.

This roster/ruleset is not finalised, and player quantities, costs and skill access all need to be reviewed and tested for balance.
Good and Evil
Law
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman5327NoneS:GAP145k
0-1Thrower6237PassP:GAS165k
0-2Catcher7236CatchA:GPS175k
0-2Blitzer6337NoneG:SAP165k
0-2Dwarf4328Block, Thick SkullS:GAP145k
0-2Elf7246NoneA:GSP145k
0-2Ogre5529Bone-head, Mighty Blow, Thick SkullS:GAP205k

Chaos
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman5327NoneS:GAP145k
0-1Thrower6237PassP:GAS165k
0-2Goblin6136Right Stuff, Dodge, StuntyA:GPS175k
0-2Blitzer6337NoneG:SAP165k
0-2Black Orc4428NoneS:GAP165k
0-2Skaven8146NoneA:GSP145k
0-2Ogre5529Bone-head, Mighty Blow, Thick SkullS:GAP205k

Re-Rolls: 100k
Apothecary: Yes

Roster Size: 12
Starting Treasury: 1,800k
Skill Progression: 10, 25, 50

History
Grind was founded nearly 2 years ago by the merchant lords of Tilea. They wanted their own local version of the game, for enjoyment and more importantly profiteering, so drawing on the vast array of mercenaries in the region set about forming a league. You can read the full history of Grind on the original group page here.

Design Principles
Grind was originally created around a few key principles that I hope to recreate here.
- Amateur: The teams competing should feel amateurish, leading to more high-risk plays.
- Teambuilding: Building a team should be a hardship, struggling for finance and talent.
- Playstyle: The game should be fast and frenetic and play/feel different to regular Blood Bowl.

Explanation & Rationale
The roster size and cost combine in a few interesting ways. Firstly, starting rosters will have a minimum TV of 1740TV, just 10 short of hitting Sprialling Expenses. This will make acquiring money and replacing players difficult. Also no team will be able to start with a re-roll, and gathering together 200k gold for one will be tough. The minimum and maximum roster size is set to the same level, meaning all teams will always have the same number of players entering a game. The skill progression is also slowed down greatly, meaning replacing skilled players is more of a decision. Finally, limiting the skills certain player races have access to restricts some skills to certain player types and limits certain combinations.

This roster/ruleset is not finalised, and player quantities, costs and skill access all need to be reviewed and tested for balance.
Races of Tilea
Humans
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman5327NoneS:GAP145k
0-1Thrower6237NoneP:GAS165k
0-2Catcher7236NoneA:GPS175k
0-2Blitzer6337NoneG:SAP165k

Orcs
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman5327NoneS:GAP145k
0-2Runner5337NoneP:GAS165k
0-2Goblin6136Right Stuff, Dodge, StuntyA:GPS175k
0-2Black Orc4428NoneS:GAP165k

Dwarves
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman4328Block, Thick SkullS:GAP145k
0-2Runner5337Thick SkullP:GAS165k
0-2Blitzer5338Thick SkullG:SAP165k

Skaven
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6326NoneS:GAPM145k
0-1Thrower6236NoneP:GASM165k
0-2Gutter Runner8145NoneA:GPSM175k
0-2Blitzer6337NoneG:SAPM165k

Elves
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6236NoneA:GSPM145k
0-1Thrower6236PassP:GASM165k
0-2Catcher7246CatchA:GPSM175k
0-2Blitzer6337NoneG:SAPM165k

Re-Rolls: 100k
Apothecary: Yes

Roster Size: 12
Starting Treasury: 1,800k
Skill Progression: 10, 25, 50

History

Design Principles

Explanation & Rationale