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[Blood Bowl] Triple Skulls Every Time

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    BloodySlothBloodySloth Registered User regular
    Hmm. According to the image in the main rulebook, the Bodyguard has two designs, which should mean there are 4 of them in the set. I guess I'll just have to suss it out when I start putting them together today! I have a pretty decent bits box at the moment, so hopefully I'll be able to give them all a little individual flair even without alternative piece options.

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    Two throwers, four bodyguards, six linemen, and a partridge in a pear tree… at least according to that page. I think the actual assembly guide has different answers.

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    BloodySlothBloodySloth Registered User regular
    edited December 2020
    Mr_Rose wrote: »
    Two throwers, four bodyguards, six linemen, and a partridge in a pear tree… at least according to that page. I think the actual assembly guide has different answers.

    Oh yeah! The assembly guide lists the blitzer as a lineman. Still, two different bodyguard sculpts. Since the blitzers are also absent from the team image in the rulebook, it makes me wonder if they were a relatively late addition. Strange if so, since they're roughly analagous to Questing Knights from the Bretonnian roster which was the clear inspiration here.

    BloodySloth on
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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    Wouldn’t be surprised if there is a Forge World kit for the blitzers later.

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    honoverehonovere Registered User regular
    Huh, I must have crooked eyes, for some reason I had it in my head that the team was missing something

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    BloodySlothBloodySloth Registered User regular
    edited December 2020
    honovere wrote: »
    Huh, I must have crooked eyes, for some reason I had it in my head that the team was missing something

    If you go by what the figures are labelled in the guide, the team is missing both blitzers, but there's a sculpt that (I think) is meant to be the blitzer, when you compare it to the linemen. On the whole, I think Nobility has the same problem that the Human kit has where the visual difference between the positions is pretty weak. For the humans I tried to snip off spikey bits from the linemen and add them to the blitzers to push that angle, which helped. I also ended up painting color stripes on those guys to indicate position, which I might do here in addition to moving around feathers and adding spikes and whatnot.

    BloodySloth on
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    honoverehonovere Registered User regular
    There are totally blitzers. You can distinguish the positions by the number of feathers. Blitzers have 4, bodyguards 3, and so on.

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    BloodySlothBloodySloth Registered User regular
    Yeah, that's what I mean. His outfit is fancier and a little blitz-ier as well. Either way, he's labelled as a lineman in the guide.

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    honoverehonovere Registered User regular
    edited December 2020
    2026 Special play cards are dead! Long live the 2020 special play cards! *Sigh*
    https://www.warhammer-community.com/2020/12/06/sunday-preview-underhive-brains-and-underground-games/

    Also dice sets and the old skaven/dwarf pitch is back, with new dugout size.

    honovere on
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    BloodySlothBloodySloth Registered User regular
    How do the special play cards work now? The base set doesn't even come with any, so I initially thought they were out of the game.

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    One card is a 100k inducement; for each one you roll on a table to determine which deck you pick from then from the deck you draw two and replace one.
    If you take multiples, you roll the nd6 for deck(s) simultaneously to generate a list of decks you can draw from freely, so you could have three dirty tricks even if you rolled dirty tricks, heroic feats, and magical memorabilia.

    If you have a team-exclusive deck (just Necro Horror so far) you can substitute their deck for the standard equivalent (e.g. the horrors have a magical memorabilia deck) at will but they don’t get combined into one giant deck like before.

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    FAQ is here!
    Corrects the (obvious) error with armour, clarifies that inaccurate passes are still passes and can be interfered with even if they deviate off the pitch and a few other things, such as that PA- can be improved.

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    EspantaPajaroEspantaPajaro Registered User regular
    What the literal fuck you can use more then one re roll a turn that’s chaos . Can you imagine elves now having 2 rr for their one turn ?! That’s gonna be changed real fucking fast.

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    BloodySlothBloodySloth Registered User regular
    edited December 2020
    It honestly feels more buff to stunty teams than to elves, tbh

    Plus there have been a lot of people saying the passing changes hurt elves the most, well, here's the tradeoff, if the reroll change lets elves push for a mad power play once or twice a game.

    Edit: Actually, if by "one turn" you mean a one turn touchdown, running teams can't do them anymore (barring incredibly obscure chain-pushing scenarios that never happen in an actual game). MA is capped at 9.

    Edit2: This is definitely something I thought was going to be FAQ'd to specify one RR per turn... until I actually had my hands on the rulebook. It did seem like an intentional omission, and now that's confirmed.

    BloodySloth on
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    Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    It honestly feels more buff to stunty teams than to elves, tbh

    Plus there have been a lot of people saying the passing changes hurt elves the most, well, here's the tradeoff, if the reroll change lets elves push for a mad power play once or twice a game.

    Edit: Actually, if by "one turn" you mean a one turn touchdown, running teams can't do them anymore (barring incredibly obscure chain-pushing scenarios that never happen in an actual game). MA is capped at 9.

    Edit2: This is definitely something I thought was going to be FAQ'd to specify one RR per turn... until I actually had my hands on the rulebook. It did seem like an intentional omission, and now that's confirmed.

    I scored a lot of 1 turn touchdowns with my MA9 Human Catcher.

    Chain pushes are easier than you think, especially if you have a player with Grab. Grab makes things trivial.

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    EspantaPajaroEspantaPajaro Registered User regular
    It honestly feels more buff to stunty teams than to elves, tbh

    Plus there have been a lot of people saying the passing changes hurt elves the most, well, here's the tradeoff, if the reroll change lets elves push for a mad power play once or twice a game.

    Edit: Actually, if by "one turn" you mean a one turn touchdown, running teams can't do them anymore (barring incredibly obscure chain-pushing scenarios that never happen in an actual game). MA is capped at 9.

    Edit2: This is definitely something I thought was going to be FAQ'd to specify one RR per turn... until I actually had my hands on the rulebook. It did seem like an intentional omission, and now that's confirmed.

    I scored a lot of 1 turn touchdowns with my MA9 Human Catcher.

    Chain pushes are easier than you think, especially if you have a player with Grab. Grab makes things trivial.

    Yeah the change eliminates natural one turners not one turning in general.

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    BloodySlothBloodySloth Registered User regular
    edited December 2020
    Yeah that's a good point with Grab, my bad. I still think this is sort of (if you'll excuse the pun) sidestepping the point. I don't think giving high AG teams access to multiple rerolls a turn is going to end up being this drastic miscalculation on GW's part. I think the intent was to open up that space for decision making on the part of the coach, where now you can burn out faster, and sacrifice your late game even more than you were going to before, in order to push a risky play.

    There's a lot that has been shaken up re: elf teams, and I think it's going to take a while before a trustworthy consensus can be formed. Leaping is worse (but now everyone has access to an even worse version of it). Passing seems riskier, and playing a passing game is less flexible (but many passing specialists are better at it than before). MA is capped to a point where the OTT is more complicated than simply running with one dude down the field.

    There's just a lot of subtleties to parse, and I've been seeing a lot of particularly hot takes that swing back and forth depending on the way the wind is blowing. Try it out and give it time.

    BloodySloth on
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    honoverehonovere Registered User regular
    edited December 2020
    Interesting change to Blitz and dump off.

    You have to nominate the Block target of a Blitz at the start of the Blitz. You use dump off as soon as the player is nominated as the target of a block.

    That means you use dump off at the start of a Blitz against that player before you even move the blitzing player. On the one hand that normally means one less tackle zone on the dumping player, on the other hand you dump off before you even know that the Blitzer will actually make the Block, for example when hey might fall over before moving up to the block target
    It honestly feels more buff to stunty teams than to elves, tbh

    Plus there have been a lot of people saying the passing changes hurt elves the most, well, here's the tradeoff, if the reroll change lets elves push for a mad power play once or twice a game.

    Edit: Actually, if by "one turn" you mean a one turn touchdown, running teams can't do them anymore (barring incredibly obscure chain-pushing scenarios that never happen in an actual game). MA is capped at 9.

    Edit2: This is definitely something I thought was going to be FAQ'd to specify one RR per turn... until I actually had my hands on the rulebook. It did seem like an intentional omission, and now that's confirmed.

    I scored a lot of 1 turn touchdowns with my MA9 Human Catcher.

    Chain pushes are easier than you think, especially if you have a player with Grab. Grab makes things trivial.

    Does grab help more than with the first block to get an opposing player into your side of the LoS? I'm trying to figure out how feasible a ottd is with the Black Orc team, so lots of grab, but only ma6.

    honovere on
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    EspantaPajaroEspantaPajaro Registered User regular
    honovere wrote: »
    Interesting change to Blitz and dump off.

    You have to nominate the Block target of a Blitz at the start of the Blitz. You use dump off as soon as the player is nominated as the target of a block.

    That means you use dump off at the start of a Blitz against that player before you even move the blitzing player. On the one hand that normally means one less tackle zone on the dumping player, on the other hand you dump off before you even know that the Blitzer will actually make the Block, for example when hey might fall over before moving up to the block target
    It honestly feels more buff to stunty teams than to elves, tbh

    Plus there have been a lot of people saying the passing changes hurt elves the most, well, here's the tradeoff, if the reroll change lets elves push for a mad power play once or twice a game.

    Edit: Actually, if by "one turn" you mean a one turn touchdown, running teams can't do them anymore (barring incredibly obscure chain-pushing scenarios that never happen in an actual game). MA is capped at 9.

    Edit2: This is definitely something I thought was going to be FAQ'd to specify one RR per turn... until I actually had my hands on the rulebook. It did seem like an intentional omission, and now that's confirmed.

    I scored a lot of 1 turn touchdowns with my MA9 Human Catcher.

    Chain pushes are easier than you think, especially if you have a player with Grab. Grab makes things trivial.

    Does grab help more than with the first block to get an opposing player into your side of the LoS? I'm trying to figure out how feasible a ottd is with the Black Orc team, so lots of grab, but only ma6.

    Goblins are only move 6 so not feasible unless things work out perfectly. Probably easier to just chuck the goblin and hope for the best.

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    honoverehonovere Registered User regular
    Skrull Halfheight reveal:
    SfIxiAyeC8yubUXW.jpg
    And teaser for next month
    5ZLrgwiylQNAxnrr.jpg
    Gretchen Wächter maybe? Of the top of my head I can't think of a another wraith star player.
    By the way, what are the contents of spike! 11? Did that issue (re)introduce anything?

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    BloodySlothBloodySloth Registered User regular
    edited December 2020
    Spike 11 reintroduced Frank N' Stein and Wilhelm Chaney. Also rules for Sylvanian leagues, Necromantic Team special balls, a new wizard, uhhhhh that mostly wraps it up, I think. Oh, I think Necro teams get access to a new named coaching assistant, but I can't remember his deal off the top of my head. Lots of fluff, some strategy, and a new comic.

    Nothing earth-shattering, but I think it had the right amount of content for this sort of ongoing thing. I like the rules for different regional leagues, even if I'm not going to be able to put all of them into action, and seeing the balls move from White Dwarf to Spike is nice, I think.

    I really hope we get a catch-up issue or two to refresh the rules and unique inducements for all the previously released teams. Last edition saw some squads get left out in the cold, in that regard, but there are so many now that I have to imagine doing something like that is on their minds.

    Edit: Halfheight looks great, and yeah, agreed on that being Gretchen. Still, they both seem very easily convertible star players, so I'm not sure how interested I am in either.

    Actually I might just get started on them soon, I've been on a huge building kick recently with the new edition.

    BloodySloth on
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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited December 2020
    Yeah, the named coaching assistant is crazy. D3 players get a mutation for the game. At the end of the game though, they roll a D6 and can either MNG due to tissue rejection or something, lose the mutation with no further effect, or keep it permanently.

    I remember saying Necro teams should have Mutation as a secondary skill to represent exactly this kind of experimentation but I reckon this is a neat compromise. Also, dude is available to any Sylvanian Spotlight team, so I’m going for an Anointed Blitzer with Extra Arms.

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    DarkewolfeDarkewolfe Registered User regular
    I got to play my Norse against elves for the first time this season and it was so good. So good. Norse in a bash league has been tough.

    What is this I don't even.
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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    So, going back through the FAQ I find I must dispute their interpretation of the first question about Animal Savagery. Specifically, when you fail the roll while adjacent to a teammate and knock them down, not only are you not performing a Block, they are not an opposition player, so Mighty Blow can’t apply any more than Frenzy can. I think they’re just flat out wrong on this one.

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    honoverehonovere Registered User regular
    Mr_Rose wrote: »
    So, going back through the FAQ I find I must dispute their interpretation of the first question about Animal Savagery. Specifically, when you fail the roll while adjacent to a teammate and knock them down, not only are you not performing a Block, they are not an opposition player, so Mighty Blow can’t apply any more than Frenzy can. I think they’re just flat out wrong on this one.

    On the other hand the wording in the actual rule that such skills that modify armour and injury rolls should be usable. So the FAQ clarifies how the rule is intended even if it is not an actual block

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    honovere wrote: »
    Mr_Rose wrote: »
    So, going back through the FAQ I find I must dispute their interpretation of the first question about Animal Savagery. Specifically, when you fail the roll while adjacent to a teammate and knock them down, not only are you not performing a Block, they are not an opposition player, so Mighty Blow can’t apply any more than Frenzy can. I think they’re just flat out wrong on this one.

    On the other hand the wording in the actual rule that such skills that modify armour and injury rolls should be usable. So the FAQ clarifies how the rule is intended even if it is not an actual block

    Right but how do you determine what is “applicable” then?
    Is it just Armour affecting skills? Then why is Pile Driver mentioned in the question? Can they force Chainsaw to be applied even though it’s a Trait?
    Is it any Skill that affects a Block? So what about Frenzy? Or Multiple Block?
    Is it some other criteria, or just an arbitrary list? Then where is that?

    What I’m saying is that is extremely unclear, considering it’s supposed to be a clarification…

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited December 2020
    So I’ve been through the rules again and found some more things I feel need clarification:
    Blood Bowl FAQs

    Q. If a Rookie ST 1 player suffers a Dislocated Shoulder type Serious Injury (-1 ST) do they then need two ST advancements to reach ST 2? Same for any other combination of injuries to players already at the minimum.
    A.

    Q. When a Standing player is hit by a thrown bomb, are two Armour rolls (and potentially two injury rolls) made; one for being Knocked Down and one for the bomb blast?
    A.

    Q. If a Player has both the Grab and Multiple Block skills and Block two opposition Players who are adjacent to each other, is it possible for one of the opponents to be pushed sideways into the square that was occupied by the other before the Block?
    Like this:
    347-DACD5-E287-4728-87-B3-63196827-CA9-B.jpg
    (The Black Orc Blocker in black is the one making the play, the Human Linemen 1&2 were the targets)
    A.

    Q. What happens when multiple Players with the Diving Catch skill are arranged such that each of their Tackle Zones includes the square where the ball would land? What if they are from opposing teams?
    A.

    Q. Which Passing skills, if any, work with Throw Team-Mate and/or Kick Team-mate?
    A.

    Q. Which skills are “applicable” to team-mates Knocked Down by a Player with the Animal Savagery trait, exactly? Do any Traits (such as Chainsaw) apply as well?
    A.

    Q. If a Player with the Take Root trait becomes Rooted, do they become un-Rooted if they are Knocked Down?
    A.

    Q. When re-drafting a team for a new season, what happens to your Dedicated Fans? Do they remain the same as at the end of your last Game or do they need to be re-acquired like coaching staff do?
    A.


    Does anyone else have further questions/oddities they’ve spotted and want clarified? I plan on sending this list to GW and I think it would be more effective if multiple coaches sent in a similar list.

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    honoverehonovere Registered User regular
    edited December 2020
    Mr_Rose wrote: »
    So I’ve been through the rules again and found some more things I feel need clarification:
    Blood Bowl FAQs

    Q. If a Rookie ST 1 player suffers a Dislocated Shoulder type Serious Injury (-1 ST) do they then need two ST advancements to reach ST 2? Same for any other combination of injuries to players already at the minimum.
    A.

    Q. When a Standing player is hit by a thrown bomb, are two Armour rolls (and potentially two injury rolls) made; one for being Knocked Down and one for the bomb blast?
    A.

    Q. If a Player has both the Grab and Multiple Block skills and Block two opposition Players who are adjacent to each other, is it possible for one of the opponents to be pushed sideways into the square that was occupied by the other before the Block?
    Like this:
    347-DACD5-E287-4728-87-B3-63196827-CA9-B.jpg
    (The Black Orc Blocker in black is the one making the play, the Human Linemen 1&2 were the targets)
    A. I'd say no, because multiple block says it happens simultaneously, even mentioning to keep the Block dice for both blocks separate. So when you roll for the second block the pushed player from the first block is technically still not pushed and in its original square. On the other hand that would complicate normal pushes without grab, so not sure anymore

    Q. What happens when multiple Players with the Diving Catch skill are arranged such that each of their Tackle Zones includes the square where the ball would land? What if they are from opposing teams?
    A.

    Q. Which Passing skills, if any, work with Throw Team-Mate and/or Kick Team-mate?
    A.currently no passing skills help with it because every passing skill mentions a pass action and throw team mate is a different action.

    Q. Which skills are “applicable” to team-mates Knocked Down by a Player with the Animal Savagery trait, exactly? Do any Traits (such as Chainsaw) apply as well?
    A. Chainsaw definitely not because chainsaw action is a distinct action that is used instead of making a block action. Would have to take another look at the rules for other stuff

    Q. If a Player with the Take Root trait becomes Rooted, do they become un-Rooted if they are Knocked Down?
    A. Yes, it says so in the description.

    Q. When re-drafting a team for a new season, what happens to your Dedicated Fans? Do they remain the same as at the end of your last Game or do they need to be re-acquired like coaching staff do?
    A.


    Does anyone else have further questions/oddities they’ve spotted and want clarified? I plan on sending this list to GW and I think it would be more effective if multiple coaches sent in a similar list.

    If I get some time with the rule boot later I might try to figure out some of the other ones.

    Also to check what I'm thinking right now. Brawler and Pro. Both let you reroll a single die. So if I roll a skull and a both down on a two dice block: can I reroll the both down with h brawler and if I don't like the reroll result decide to use pro on the skull result and reroll that die?

    honovere on
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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited December 2020
    honovere wrote: »
    Also to check what I'm thinking right now. Brawler and Pro. Both let you reroll a single die. So if I roll a skull and a both down on a two dice block: can I reroll the both down with h brawler and if I don't like the reroll result decide to use pro on the skull result and reroll that die?

    Yes, definitely. Both re-roll a single die from a pool, as long as you choose different individual dice to re-roll with each, you’re golden. Though if GW answered they might decide you have to choose to apply both re-rolls simultaneously…

    Actually I just thought of another one; why TF did they rule Diving Tackle that way? A re-rolled die is the same test, all the same modifiers should apply.

    Also, I now recall we had a brief discussion about the wonky wording for TRR so I’m adding that too:

    Q. Under Team Re-Rolls on p.24 the text can be read as implying that in the second half of the game, teams only regenerate their used re-rolls and any unused ones are not available; is this correct?
    A.
    Q. If a Player has both the Brawler and Pro skills, may they use each skill one one die from a Block dice pool as long as no individual die is rerolled more than once?
    A.

    Q. In the Designer’s Commentary & Errata first published 2020-12-08, the comment on the Diving Tackle skill seems to imply that the Skill could be applied to a Dodge attempt that succeeded normally, causing it to fail, after which the Dodge skill could be used to reroll, and the modifier would no longer apply to the rerolled die. Can you clarify this further? Was the intent that the Diving Tackle modifier could not be applied twice but that the original application would carry over instead, like other modifiers?
    A.

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    Unrelated, have a match report; Snotlings beat Black Orcs*
    https://youtu.be/qxgN-qp8rCQ

    *Yeah the final score is actually a tie but that second TD for the blorcs should be disallowed since the gobbo failed to pick up the ball on his turn.

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    Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    honovere wrote: »

    Does grab help more than with the first block to get an opposing player into your side of the LoS? I'm trying to figure out how feasible a ottd is with the Black Orc team, so lots of grab, but only ma6.

    Grab is mostly about the first block to get on your side of the field. Given Grab can only be used to go to empty squares it doesn't do much to help the actual chain pushes.

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    honoverehonovere Registered User regular
    edited December 2020
    Which is still pretty good because you otherweise you'd need a blitz for that first push, probably even with some dodges. But yeah, for Black Orcs the throw team mate is more realistic. With more than one RR allowed per turn and the Troll now being loner(3+) that should be easier than before.

    I'm not sure yet what starting lineup I'm going to use for the team when our league starts again sometime next year.

    6 Blorcs
    6 Gobbos
    3 RR

    or

    6 Blorcs
    5 Gobbos
    1 Troll
    2 RR

    At the moment I favour the second one for the extra strength and TTM possibility.

    I'm also thinking that Gobbos are pretty good for random primary skills, the agility skills are almost all pretty nice or at least usable for them (except for leap). Same for secondary skills. Each category has like only 1 or 2 skills that would be pretty useless on a Goblin. The exception is passing skills where I definitely would want to choose. It got nerfed alot in the 2020 rules.

    For Black Orcs it's bit more difficult I think. Their low AG, PA, and MV make a bunch of skills not very useful for them and they are not as easily replaceable as a goblin. G skills are the only list I'd risk a random roll on.

    For the Troll it's kinda useless that it gets P skill access because none of them work together with strong arm.

    Edit: completely unrelated, that Skrull model. I know it it's not likely from what we got so far, but is maybe plastic? His hand with the distinct fingers would be a nightmare if he was a resin model? Maybe Ghoulchewer and Griff are signs of things to come and we'll get a few plastic star players in between team releases?

    honovere on
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    Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    Oh yeah, Grab is an amazing skill. It is deeply under rated as a utility skill. It can really change the balance of blocking battles, act as an elf killer as side stepping bastards get used to being safe on the sidelines and, as I said, opens up reliable one turn touchdowns for Humans.

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    OK, FAQs sent to bloodbowlfaq@gwplc.com – including a couple extras I just thought of regarding Multiple Blocks:

    Q. When a Player with the Multiple Block skill declares two adjacent opposing Players the target of their Block, do both opponents grant defensive assists to each other if there are no other players from the active team marking them?
    A.

    Q. If both targets of a Multiple Block are Marked by a single team-mate of the active player, does that player grant an offensive assist to both blocks, since each player is the target of the block and offensive assists are only cancelled by players other than the target (p.57)?
    A.

    It would be great if people here could also send these in; squeaky wheel and all that…

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    DarkewolfeDarkewolfe Registered User regular
    edited December 2020
    I need some advice on team resets after a 12 game + playoffs season. I think we only have one team that strongly wants to carry over (the undefeated team). I considered putting in a salary cap and offering new teams 1200 TV or so to buy up, but the more I think about it the more I think it'd be better to just do a full reset, or let everyone start a new team at 1200 TV or something.

    Edit: I know I asked a similar thing about "how." I think I'm asking now how often you've had leagues carry multiple seasons vs resetting.

    Darkewolfe on
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    honoverehonovere Registered User regular
    Darkewolfe wrote: »
    I need some advice on team resets after a 12 game + playoffs season. I think we only have one team that strongly wants to carry over (the undefeated team). I considered putting in a salary cap and offering new teams 1200 TV or so to buy up, but the more I think about it the more I think it'd be better to just do a full reset, or let everyone start a new team at 1200 TV or something.

    What rules version do you play with? 2016? Are you planning to change to 2020? If so then a total reset is the only thing that really works I think.

    Personally I wouldn't like to discourage carrying teams over. It's a big part of the fun in a league I think.

    Why does no one else want to carry over? Do they want to try different teams?

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    The standard method is you get your 1000k, plus your remaining treasury from last season. Then you re-hire players based on their current value (including skills and advancements) plus a premium for the number of seasons played. That’s the general shape of the process for 2016 and SSE both, though the details are slightly different.

    If you’re transitioning to SSE from an older edition, you may have to put some work into translating older star players because there’s a whole bunch of changes in not only the skills themselves (Piling On → Pile Driver to name just one) but the way SPP are earned and spent.
    The thorough way is to recalculate their values by taking the new baseline and their cas/td/comp/int/mvp records and working them up assuming chosen skill ups for pricing. Also, let them choose whether any AG bonuses they got previously go to AG or PA afterwards. You might have to do some finagling with any linemen with passing skills though as most of them can’t take P skills any more.

    So for example if you have a Human Lineman with Kick and Dirty Player who got 1 cas, 1 MVP, 1 comp, 1 int, 2 td for exactly 16 SPP, they’re worth 90k.
    Under the new system they would have earned 16 SPP (by a complete coincidence) and their two skills would cost 6 and 8 SPP, leaving them with two unspent SPP and a current value of 90k.

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    honoverehonovere Registered User regular
    And then you have players with stat increases and the conversion gets really complicated.

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited December 2020
    Yeah, stats are a PITA because they’re so SPP heavy but you can usually balance it by letting them have 1 skill at the “random” price per stat increase.
    Though re-hiring dudes with +ST is going to be a real sticker shock regardless.

    The alternative is to just let them have their current skills and stats, recalculate their CV and reset SPP to zero. But you still have to sort out passing skills for peeps who can’t take ‘em… I’d tell them to re-select a secondary skill they can have.

    Mr_Rose on
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    BloodySlothBloodySloth Registered User regular
    edited December 2020
    My league is going to totally reset when we can finally get together to play under the new edition. Previously, we'd let teams carry over from season to season with the redrafting rules, or start new teams if they wanted to. It turns out to be a lot of fun having a few "big fish" teams that way to add drama, plus it allows people to goof around with silly inducements. We even saw Morg N' Thorg used once or twice. Notably, inducements do seem to work, because the seasoned teams didn't crowd out the playoffs like you may think they would.

    Long story short, if you're staying within the same edition of the game, I don't think you should worry about making every coach start from scratch every season. If you're moving to the new edition, things get weird and hairy.

    BloodySloth on
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