Looney skill progression
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- DoubleSkulls
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Block keeps you alive longer, Dirty Player gets more opponents off the pitch.
If it is a long term leage I would take Block, if you only get a dozen games and then scrap the team take DP.
If it is a long term leage I would take Block, if you only get a dozen games and then scrap the team take DP.
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DP-if you want a block Looney, induce Nobbla.
He's very, very unlikely to skill up again-MVPs and a very small possibility of a CAS from someone failing their block against him. I had a Looney who actually got a double 6 on his skill up roll and I took the DP. He got 3 MVPs pretty quickly and then just didn't get one again before I retired the team (cos the TR got too high and I couldn't win without inducements).
Can't say I agree with Joe saying that a block, side-stepping Looney won't get blocked for fear of the return saw attack-high AV players will take the risk of the return saw attack so they can hit back, low AV, (high AG) players would just blitz him then dodge away.
A saw will always be a target whatever you give them imo.
He's very, very unlikely to skill up again-MVPs and a very small possibility of a CAS from someone failing their block against him. I had a Looney who actually got a double 6 on his skill up roll and I took the DP. He got 3 MVPs pretty quickly and then just didn't get one again before I retired the team (cos the TR got too high and I couldn't win without inducements).
Can't say I agree with Joe saying that a block, side-stepping Looney won't get blocked for fear of the return saw attack-high AV players will take the risk of the return saw attack so they can hit back, low AV, (high AG) players would just blitz him then dodge away.
A saw will always be a target whatever you give them imo.
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Rimmer, thats decently sound logical thinking there. Humm.Rimmer wrote:My reason for wrestle is that a looney is a primary target of blocks and blitzes and while a looney with block will still be standing that also means that he may be hit more than once in the same turn.
It is better to down facing a plain AV roll from a Foul than to fall over and have a AV roll where the opponent has +3. Further more a foul may end your opponents turn and he ends up one player less on the field.
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- daloonieshaman
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with Doubles:
Depends on which version you are playing
LRB 5++/6
No doubt BLOCK, you can skill up again scoring touch downs throwing passes ect (even the odd interception) because he does not suffer from the skill "no hands"
Throw this bad boy in a crowd and scare the shingles out of your opponent then get him the ball if he survives that melee SCORE!!!!!!! (kind of like a halfling or goblin with jump up) except for a -3 to the hat bounce
LRB 5
DIRTY PLAYER
knock anyone down with your troll or clan of goblins
"Time to fire up the grill boys we are having Chaos Warrior steaks" and he can do that with no assist
he is 40K, have fun and do not worry about what will happen to him or any goblin for that matter, THEY'RE GOBLINS! you cannot get too far ahead of yourself
Pick a role for him and stick to the role
Is he a reserve fouler
Is he a pit fighter
Do not worry about when he will suffer that carrier ending SI or DEAD result because it will happen
Depends on which version you are playing
LRB 5++/6
No doubt BLOCK, you can skill up again scoring touch downs throwing passes ect (even the odd interception) because he does not suffer from the skill "no hands"
Throw this bad boy in a crowd and scare the shingles out of your opponent then get him the ball if he survives that melee SCORE!!!!!!! (kind of like a halfling or goblin with jump up) except for a -3 to the hat bounce
LRB 5
DIRTY PLAYER
knock anyone down with your troll or clan of goblins
"Time to fire up the grill boys we are having Chaos Warrior steaks" and he can do that with no assist
he is 40K, have fun and do not worry about what will happen to him or any goblin for that matter, THEY'RE GOBLINS! you cannot get too far ahead of yourself
Pick a role for him and stick to the role
Is he a reserve fouler
Is he a pit fighter
Do not worry about when he will suffer that carrier ending SI or DEAD result because it will happen
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Thanks for the input, guys. Everyone mentioned the same three choices as I had considered, so that speaks to how well I've gotten a grip on the situation (and how limited the options are). Unfortunately, I couldn't access the forum between posting my last reply and playing last night's game, so I went with Wrestle after all. Rimmer's reasoning is basically the same as my own for taking it, with the added point that it happens often that an opponent will send a lone blitzer after him, hoping to take him out with a two-die, 50%-likelihood-for-each-die, +3-to-the-AV-roll block. Taking another player out to throw the foul against him means drawing more away from the action and risks ejection. If he won't foul him, I could just get up next turn and foul the blitzer myself with the +3.
tl;dr - ends the happy circle, suggests strongly to the opponent to devote more manpower to taking him out, risks ejection to do it.
As it happens, he was having a pretty solid game last night after the ref had been 'gotten' on the first kick-off of the game, and considering that my league has voted back in the 'old' rules for it from LRB5 as opposed to the less drastic experimental version, I was able to blitz and foul with impunity until about the last turn, when he was blitzed down and then gang-fouled. He'll be missing his next game, but no combination of dodge, block or wrestle could have prevented that.
tl;dr - ends the happy circle, suggests strongly to the opponent to devote more manpower to taking him out, risks ejection to do it.
As it happens, he was having a pretty solid game last night after the ref had been 'gotten' on the first kick-off of the game, and considering that my league has voted back in the 'old' rules for it from LRB5 as opposed to the less drastic experimental version, I was able to blitz and foul with impunity until about the last turn, when he was blitzed down and then gang-fouled. He'll be missing his next game, but no combination of dodge, block or wrestle could have prevented that.
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You're not allowed Wrestle on a Ball & Chain player:
From Ball & Chain Skill Description:
If the player is ever Knocked Down or Placed Prone
roll immediately for injury (no Armour roll is required). Stunned results for
any Injury rolls are always treated as KO’d.
Or to phrase it another way:
If you take Wrestle on a B&C player, every time you activate Wrestle, he's off the pitch, and at a minimum KO'd.
You may wish to update your roster.
From Ball & Chain Skill Description:
If the player is ever Knocked Down or Placed Prone
roll immediately for injury (no Armour roll is required). Stunned results for
any Injury rolls are always treated as KO’d.
Or to phrase it another way:
If you take Wrestle on a B&C player, every time you activate Wrestle, he's off the pitch, and at a minimum KO'd.
You may wish to update your roster.

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- Blammaham
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Ummmm, the player in question SEEMS to have a chainsaw. Did you read the thread? It helps.landrover wrote:You're not allowed Wrestle on a Ball & Chain player:
From Ball & Chain Skill Description:
If the player is ever Knocked Down or Placed Prone
roll immediately for injury (no Armour roll is required). Stunned results for
any Injury rolls are always treated as KO’d.
Or to phrase it another way:
If you take Wrestle on a B&C player, every time you activate Wrestle, he's off the pitch, and at a minimum KO'd.
You may wish to update your roster.

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So sue me, I've had a looooong day.Blammaham wrote:Ummmm, the player in question SEEMS to have a chainsaw. Did you read the thread? It helps.landrover wrote:You're not allowed Wrestle on a Ball & Chain player:
From Ball & Chain Skill Description:
If the player is ever Knocked Down or Placed Prone
roll immediately for injury (no Armour roll is required). Stunned results for
any Injury rolls are always treated as KO’d.
Or to phrase it another way:
If you take Wrestle on a B&C player, every time you activate Wrestle, he's off the pitch, and at a minimum KO'd.
You may wish to update your roster.S.

Anyway, found this under LRB6 for chainsaws:
A running chainsaw is a dangerous thing to carry around, and so if a
player holding a chainsaw is Knocked Down for any reason, the
opposing coach is allowed to add 3 to his Armour roll to see if the player
was injured.
I would argue that wrestling your opponent to the ground when you're carrying a chainsaw is equally likely to injure yourself as well as the opponent. So despite getting it epically wrong earlier, I still argue that wrestle shouldn't be able to be taken on a Looney.

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Heh! I was just kidding with that other post, its a mistake I've made several timeslandrover wrote:So sue me, I've had a looooong day.Blammaham wrote:Ummmm, the player in question SEEMS to have a chainsaw. Did you read the thread? It helps.landrover wrote:You're not allowed Wrestle on a Ball & Chain player:
From Ball & Chain Skill Description:
If the player is ever Knocked Down or Placed Prone
roll immediately for injury (no Armour roll is required). Stunned results for
any Injury rolls are always treated as KO’d.
Or to phrase it another way:
If you take Wrestle on a B&C player, every time you activate Wrestle, he's off the pitch, and at a minimum KO'd.
You may wish to update your roster.S.
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Anyway, found this under LRB6 for chainsaws:
A running chainsaw is a dangerous thing to carry around, and so if a
player holding a chainsaw is Knocked Down for any reason, the
opposing coach is allowed to add 3 to his Armour roll to see if the player
was injured.
I would argue that wrestling your opponent to the ground when you're carrying a chainsaw is equally likely to injure yourself as well as the opponent. So despite getting it epically wrong earlier, I still argue that wrestle shouldn't be able to be taken on a Looney.

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- daloonieshaman
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be careful what you wish for
"A running chainsaw is a dangerous thing to carry around, and so if a
player holding a chainsaw is Knocked Down for any reason, the
opposing coach is allowed to add 3 to his Armour roll to see if the player
was injured. However blocking a player with a chainsaw is equally
dangerous, if an opponent knocks himself over when blocking the
chainsaw player then add 3 to his Armour roll."
This can be argued to work with wrestle also as there is a block and both down result is chosen ....
Blocking player blocks picks both down, wrestle player counters both end up down in a heap and shucks there was a chainsaw between them
of course you could say that the blocking player technically did not knock himself over but he did when he rolled both down (as the wrestle skill counters the block skill
("knocked down for any reason" counters wrestle's "Do not make Armour rolls")
"A running chainsaw is a dangerous thing to carry around, and so if a
player holding a chainsaw is Knocked Down for any reason, the
opposing coach is allowed to add 3 to his Armour roll to see if the player
was injured. However blocking a player with a chainsaw is equally
dangerous, if an opponent knocks himself over when blocking the
chainsaw player then add 3 to his Armour roll."
This can be argued to work with wrestle also as there is a block and both down result is chosen ....
Blocking player blocks picks both down, wrestle player counters both end up down in a heap and shucks there was a chainsaw between them
of course you could say that the blocking player technically did not knock himself over but he did when he rolled both down (as the wrestle skill counters the block skill
("knocked down for any reason" counters wrestle's "Do not make Armour rolls")
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- Darkson
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Of course, seeing as Wrestle specifically says the player is "placed prone" and not "knocked down", there's no risk, and no arguement.
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Although I quite enjoyed the discussion that strayed from teh path, this is correct.Darkson wrote:Of course, seeing as Wrestle specifically says the player is "placed prone" and not "knocked down", there's no risk, and no arguement.
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