Spike! Journal
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- Legend
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Re: Spike! Journal
One thing I would like to see in future Spike issues is wizards for the races that are highly unlikely to get their dedicated issues - so an orc shaman, a human wizard (possibly with the lightning bolt), maybe some dwarf...
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- Heff
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Re: Spike! Journal
No. Just NO.Deathrain wrote:One thing I would like to see in future Spike issues is wizards for the races that are highly unlikely to get their dedicated issues - so an orc shaman, a human wizard (possibly with the lightning bolt), maybe some dwarf...
Let's have a wizard that can do a fireball or a lightning bolt. Lets cost him at 150k and let him do his thing once either before your turn starts or after it finishes.
It is beyond me why people want to change things that are not broken.
This is in no way aimed at you, it is just your post that got the reaction. Chalk it down to me being a curmudgeonly old fool.
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Re: Spike! Journal
The wizard is absolutely broken and needs changing. Absolutely warrants at least a price change.
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Re: Spike! Journal
New wizards look fun too. Don't like it? Stick to 3rd, 4th, 5th or whatever edition. New Blood Bowl is for those who like new.
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Re: Spike! Journal
People keep saying this but there's little evidence of it. It *can be* gamechanging, but it *can be* a total fizzle. Much like CPOMB, people remember the time it has an effect on them but not the time it does not. I suspect fear of the wizard is what is broken.Christy42 wrote:The wizard is absolutely broken and needs changing. Absolutely warrants at least a price change.
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- lunchmoney
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Re: Spike! Journal
I've been saying for years the wizard isn't broken and always question TOs when they ban it.
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- Jip
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Re: Spike! Journal
I played with a broken wizard on Wednesday. Hate that guy.


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Re: Spike! Journal
Following Lutece, I have a new theory on wizards, especially the Drunk One. They are fairly costed, but only for the purchaser. To take the drunk one as an example, 80k is a valid cost, but only as an average. e.g. over 5 games i will have spent 400k and gotten 400k of use out of him, but that 400k of use might be in one game.
To give an example, I watched one of my teammates get increasingly frustrated as he lost a game 2-1. In the first half, t8 the drunkard took out a certain score with a stun (no one else in range) and in the second half, took out the ball carrier and half the cage on the offensive drive.
That is 300k of value right there, but in the next game, it was 80k of whiff.
To give an example, I watched one of my teammates get increasingly frustrated as he lost a game 2-1. In the first half, t8 the drunkard took out a certain score with a stun (no one else in range) and in the second half, took out the ball carrier and half the cage on the offensive drive.
That is 300k of value right there, but in the next game, it was 80k of whiff.
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Re: Spike! Journal
I feel like it is a big deal that the wizard does not cost any on pitch actions. I mean you knock the ball loose with one and then swarm the ball. You also have your blitz to knock out someone hanging near the cage.
Plus no turnover chances on that 2+. Normally you have to some sort of rolls to get a 2db on the ball carrier, likely using up your blitz and sometimes 2 players worth of actions. That 2db can also fail (hi blodgers). All those rolls also have turnover chances, if the wizard fail you just try this plan.
To put it simply it is the easiest way to hit a ball carrier most of the time. It leaves you with a blitz and all your activates left to take advantage of the loose ball as well. Sure it has a wiff chance but given blood bowl the odds are pretty decent.
I still think that is well above whatever else you get for 150k inducements.
Plus no turnover chances on that 2+. Normally you have to some sort of rolls to get a 2db on the ball carrier, likely using up your blitz and sometimes 2 players worth of actions. That 2db can also fail (hi blodgers). All those rolls also have turnover chances, if the wizard fail you just try this plan.
To put it simply it is the easiest way to hit a ball carrier most of the time. It leaves you with a blitz and all your activates left to take advantage of the loose ball as well. Sure it has a wiff chance but given blood bowl the odds are pretty decent.
I still think that is well above whatever else you get for 150k inducements.
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- Jip
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Re: Spike! Journal
Poor ol' Horatio, everyone's just calling him the drunk wizard, these days!nazgob wrote:...especially the Drunk One.

Agree that Horatio is (literally) hit and miss. I used him 8 times (over 4 games) at Elflympics and he knocked out a total of one play - one of my Norse Berserkers.
I think it's like gambling - you only really remember the stories of the great successes (with him). For every "he destroyed my cage and cost me the game", there are countless Øystæin Sinfiotlissons (my KO'd Norseman).
Regarding the impact of him (or the regular [sober?] wizard) vs. other 150k inducements:
Most other inducements (Mercs, Babes, Cheerleaders, most other (In)famous Coaching staff etc.) are available to you several times over the same game, rather than one shot wonders (I'm counting Horatio as one shot 'cos he's so unpredictable, but you get the point, hopefully).
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- garion
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Re: Spike! Journal
I think the issue here is not so much that he is OP. More that he drastically increases the amount of luck in the game. I and many others like the game when it is tight and tactical. The drunk wizard makes things too dicey and at 80k his presence is ubiquitous. Unless both coaches buy him out the game.
Also because of the way Cash now favours the TV leader (in the Post CRP era) the TV leader can often purchase the drunk wizard increasing the likelihood of winning.
He along with the (In)famous coaches and the racial wizards should have been consigned to the Optional rules section like Stadium upgrades. So the game doesn't descend to much in to a dice fest.
Would still like to know why "Zap" has been changed to a St roll rather than leaving it as it was? This seems to hurt stunty teams?
Also because of the way Cash now favours the TV leader (in the Post CRP era) the TV leader can often purchase the drunk wizard increasing the likelihood of winning.
He along with the (In)famous coaches and the racial wizards should have been consigned to the Optional rules section like Stadium upgrades. So the game doesn't descend to much in to a dice fest.
Would still like to know why "Zap" has been changed to a St roll rather than leaving it as it was? This seems to hurt stunty teams?
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- Heff
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Re: Spike! Journal
New wizards are "Fun" we all know what I think about "Fun"Baxx wrote:New wizards look fun too. Don't like it? Stick to 3rd, 4th, 5th or whatever edition. New Blood Bowl is for those who like new.
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- Purplegoo
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Re: Spike! Journal
There has been a ruling on pre-game cash, Garion. It’s intended to work as per CRP. I believe we’re awaiting an FAQ item on it. Not going to hunt for a source quote on my phone, but take my word for it. 

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Re: Spike! Journal
Purplegoo wrote:There has been a ruling on pre-game cash, Garion. It’s intended to work as per CRP. I believe we’re awaiting an FAQ item on it. Not going to hunt for a source quote on my phone, but take my word for it.
\o/ woohoo
\\o
o//
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That's great news, a victory for good rules!!!!!!!!!!!!!!!!!!
Now if we can just get the (in)famous coaching staff, and race specific wizards moved to optional rules, and SW rolls brought back then this edition will have a chance of being one of the best.

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