Side Stepper Chain Pushed

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

Moderator: TFF Mods

User avatar
Old Man Draco
Monkey Spanker
Posts: 6856
Joined: Tue May 20, 2003 10:58 am
Location: Who knows? Then please tell me, I'm lost!:lol:

Post by Old Man Draco »

Maybe not all up to date, but this is what Musta Surma made 4 oops 6 years ago. Got most things in there I guess. :wink:


Here is what I have until now, please feel free to comment (I know it is long)
**********************************************************
Cheating.
There is just some anti-cheating protections written into the Tool that let the Commissioners look at a game file and see if someone is rewinding their turn. But that doesn't start until the game file is saved the first time. So it is possible for an unscrupulous team owner to start the game over and over until they get the results they want, *then* save the file and go from their. Loading the two teams, saving the file, and letting your opponent finish the pre-game ensures that doesn't happen and inform your opponent how you wish to use your APO

Accept a challenge.
Enter your team administration. Next to the team which has been challenged you will find a scroll with a red !. Click this icon and either accept or decline the challenge.

Now you have to download your opponents team, this you do by entering your team admin page and click on the blue world icon found to the right of your team name. Then the screen will show you the challenge page again, here you click on your opponents team which will then open a new window with the team information. Then click file and then save. Save his team somewhere on your pc.

Then you open the BB tool and click start game. Choose the league that you play in (always LRB 2.0)
You now load your team as home (say yes to the question about you playing this team) and your opponent team as away (say no to the question if you play this team).
Then you roll weather and gate, but in case your opponent gets handicap rolls then you save the fiel and mail it to him, if no handicap rolls and you get them continue to niggle injury here the same counts as with handicap.

The Right Button.
The most important one in the game. To make a dodge, keep your player selected and click on the right mouse button and click on dodge. Then click on the correct feild in the little box you want to dodge to (you will know what I mean then you see it). The dodge itself is automateed. Your player will move to the field he is dodging to.
The same goes for GFI (expext that the player does not move after the roll is made).
If you knock down a player right click the player who went down and press AV/INJ. The player will automatically be taken off the pitch if the injury was KO or more. With fouling this does not work, drag your player over the prone player of your opponent to foul. If you break the armour value you have to read from the log to see if he was injured. If that is the case right click on the player down and select the given result in the injury table.

Setting player on the field.
What you do now is click your players and pull them to the place you want them to start the game.

Kickoff.
After you have placed your players on the field, you press the button with the ?Big Foot? in the toolbar. It willdo the kickoff automatically. Then read the log file to see what happend. If the kicking team can set up again or if it is a blitz then save the game and send it back to your opponent.
If the roll is in your favour suac as receiving team may move one square, then do so. The rest is automated.

First thing to do before moving.
Before you start your move press the button on your turn marker, if your opponent forgot to do it.

Move a player.
Many things are automated. If you want to move a player, select the player and then click every fieldspace you want to move to. This makes it possible for your opponent to see how you have moved tour player. The normal moves are usually colored white or black.
If you decide to go to the space you want to go to drag you player player there.

Block.
Just drag your player over the player you want to block. The block is worked out automatically using all the skills the player has. If you fail a block and have re-rolls (RR) the game will ask you if you want to use one. (It also ask this if the result is just a pushback, so beaware that you don?t use up all yor RR).

Pushing an opponent onto the ball in a block.
Answer: Move the opponent on top of the ball which will make him the ball carrier. Follow-up if you want to. Now if the opponent was knocked down to the AV/INJ for him. If he was just pushed, right click the opponent and select Scatter Ball from Player.

Diving Tackle.
The log file will tell you if Diving Tackle WAS or WAS NOT used on the dodge rolls you just made. If it was used then the player goes prone IN THE SQUARE YOU JUST LEFT (not his own). If the log says the skill was not used, do not put the player prone at all. In the case of Diving Tackle being used on a player that fails a dodge but has Stand Firm, this is the only case where the Diving Tackle player goes prone in his own square.

Dodge.
If you have to make a dodge the number in the field is a different color. If you decide to go to the space you want to go to but need to make a dodge, drag your player to the square he dodges from and make a dodge roll.

Go For It (GFI).
If you have to make a go For It (GFI) the number in the field is a different color. Now drag your player to the field you are doing the GFI to and make a GFI roll.
GFI onto the square with the ball.
Answer: Move your player onto the ball and CLOSE the pickup window. Right click the player and roll for the GFI. If successful, Right Click the player and roll for the pickup.

Blitz move.
If you want to make a blitz move, you declare it by FIRST TYPING BLITZ in the text box beneath the field and then select the player (the reason for this is if you wish to blitz with a big guy). Then work out the movement and block the player you blitz (see blocking). You can still continue to move after your blitz, just click the appropriate field squares and make if needed dodge aand GFI.

Pass.
If you want to pass the ball you have to declare it in the text box before you click on your player.

Foul.
You have to declare in the text box before clicking on your player that you wish to foul.

Making a Touch Down (TD).
When your player goes to the TD zone press TD from the menu table, this will award you with a TD. Then press the bottle button. It says prepare for KickOff. It will roll any Knocked Out (KO?s) automatically. Then you set up your players and after that you right click on the square in your oppents field where you wish to place the ball and choose hide ball for kickoff.

Last step of your turn.
After your turn you press your opponent turn marker. Please remember this. Then zip the file and send it to your opponent..

Half time workout.
At halftime you press the clock to the left of the prepare kickoff button. It makes KO rolls automatically and resets the re-rolls and the IGMEOY. Kicking team sets up first and mails the file to the opponent and the second half is on.

Postgame sequence.
If you are the one to make the last turn, then you should press the yellow whistle to start postgame sequence.
Then start with winnings and go down the list. If one or more of your players is awarded a skill the system will notify you about this. The die roll is made when you click on the player mentioned and you get to pick a new skill. Simply use the LRB rules with doubles etc. When you are done with awarding new skills close the window and proceed with the rest of the postgame sequence.
At the end you get a box where your team is listed, here you can retire players and get new players by using the add button. Fill in the new player statistics and the player will be added to your roster. Make sure that you type the skills correctly or they will not work!!!

You need to push the update button when you have finished updating your roster. This opens a window where you have to find your team roster file on your own pc and click this file. The program then creates a new file with your team name new eg. Team roster orc.htm after updating the roster you will have a file named orcnew.htm
This new file needs to be renamed to the originaly name of your roster orc_new.htm -> orc.htm
Make sure that is is the same otherwise it will not work.
Then save the game and send the bbm file to your opponent who will go through the postgame sequence for his/her team. When your opponent have made the postgame sequence he needs to save the game again and send you the bbm file. So the status at this point is that you both of you have the bbm file where both postgame sequence have been done.

Then go to the website and to your team administation. Press the whistle and fill in the form. Your opponent will do the same and the file will be compared.
You will then be notified by e-mail when everything is okay and the game is over. Then enter your team adminstration and change the status of your teamback to ready for a challenge and the whole thing starts over.


Delay of Game DOG.
This is the official ruling by Galak.
If your opponent stops answer to you for more than 5 working days during your game then you can call it for a delay of game (DOG) so you can get your team free again.

This means the following:

1) You get one TD for each FULL 5 turns that you did not get to play. Use the Random Player button (the one with the ? mark over your team color) to pick what player gets the random TD and then award him the TD.
If this would not give you sufficient TDs to win, give your team TDs to random players until you win by 1 TD.

2) You get your opponent's MVP. This means you get two. Use the Random Player button and then the speed button that looks like a little man to give your randomly selected player the extra MVP.

3) Then start postgame sequence. You get your gold and your opponents winning so you have to roll for your opponent as well (add your opponents gold to your roll) write the amount in the little text box for inputing extra gold next to your gold roll is in post game. Your total winning will be updated when you go to the next step in the postgame sequence.

4) Finnish the postgame sequence as normal.

Report this finished game to the PBeMBBL system and remember to tick the field concerning Delay of Game


Conceed
You email your opponent and say ... I conceed.

Same rules as a DOG for wrapping up the game.



Writing in the Note Block
You start a comment with a ! it goes both to the log and the Note block.
This note block is not meant for every kind of information, e.g. "Why are you so lucky".
Things like PC crash should be informed here.
The note block is also handy for things like Get the Ref! or to keep track of certain handicaps like I Am the Greatest.


Secret Weapons
Here is a list of the skills that are used by the tool:

Chainsaw
Running Chainsaw
Poisoned Dagger
Dagger (when poison wears offs)
Bomb
Ball and Chain
Deathroller
Blunderbuss

These words are recognized by the program. The ones that are bolded means the the effect of the secret weapon is automated in some manner in the program.

Poisoned Dagger ... there is an option in the AV roll to use it.

How to use the weapons
Ball & Chain - Right Click - Target action - there's an option for moving a player by throw in template.
Chainsaw - Once activated use the Stat Change option and change to "Running Chainsaw"
Bomb - Right Click - targeted action - option for throwing a bomb.
Pogo Stick - not 100% on this one (nnever used him), but I guess you just give him the relevent skills.
Daggers - give the player the Poisioned Dagger stat
Deathroller - again, never used it, but I guess just add a player with the correct stat and skills.

All these secret weapons need to have the penalty roll added. Add SW x+ (where x is the penalty roll) at the end of their stat line.

So, for example, to add Bomber Dribblesnot, add a player with the following stat line:
Code:
Code:
Name Position Stats Skills Cost Price
Bomber Dribblesnot Star Player 6/2/3/7 Accurate, Dodge, Bombs, SW 8+ 40,000 40,000


Remember, you only need to add the freeboot price, not the full cost.


Leader Re-roll
It's been clarified in this years Rules Review that you don't get a Leader re-roll in over time


Mighty Blow
When you use the PBEM tool the default mode is +1 for both rolls. I suppose we are supposed to remove one of them. I always do so. I feel that I must ask since there seems to be alot of new players, like me, here and this could be a cause of arguing...

You don't have to remove any of the markings. When both are marked the tool uses the modifier where most appropiate, i.e. if you don't beat the AV then the modifier is used for the AV roll, then perhaps causing you to break armor. If not it uses it for injury roll. This is as most players would use it as you don't have to decide if you want to use the skill until after the dice roll.

Reason: ''
Stunty King of Lutèce Bowl 2006!:lol:

Owner of a "Deputy Dook Badge"
Post Reply