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Secret Weapons

Posted: Thu Aug 25, 2011 2:06 pm
by graeme27uk
Would it break the game to bring back the Secret Weapon roll?

Just simply sending the player off seems a bit harsh and means that they don't get the use they should.

What about if you re-instated the "Oi ref!" or whatever it was called where you could overturn a decision as a head coach by rolling.

So you could ignore the sending off on a 4+ for a secret weapon. If you roll a 1 then you can't argue the call the remainder of the game.

Re: Secret Weapons

Posted: Thu Aug 25, 2011 2:27 pm
by GalakStarscraper
If you do this ... make sure to raise the price of all the secret weapon players as they were priced based on playing only one drive.

Tom

Re: Secret Weapons

Posted: Thu Aug 25, 2011 2:35 pm
by spubbbba
I liked that the secret weapons would take into account the more obvious and effective ones like deathrollers and ball and chain were more likely to get sent off than daggers or the blunderbuss.

They did have the potential to really impact the game as Zara had a very unlikely roll to get sent off but losing her could be really game changing.

You would probably need to re-cost most of the weapons to make them more expensive but it would give goblins a boost which is no bad thing.

Re: Secret Weapons

Posted: Thu Aug 25, 2011 10:00 pm
by graeme27uk
GalakStarscraper wrote:If you do this ... make sure to raise the price of all the secret weapon players as they were priced based on playing only one drive.

Tom
By how much?

I understand it makes the game simpler by just having them play one drive, but does it not loose something from the game as well. Was there any other reason for them being changed?

Re: Secret Weapons

Posted: Fri Aug 26, 2011 8:00 am
by Darkson
Because JJ seems to think that only people with low IQ play Specialist Games...

Re: Secret Weapons

Posted: Fri Aug 26, 2011 9:20 am
by graeme27uk
OK, well my IQ isn't so low that I cannot cope with adding two numbers together; and I thinkI can safely say that also goes for my mates as well.

So with that in mind can someone give some idea of what price increase there would be if the "Sent off" roll was reinstated. What about if it had to be rolled each turn that the secret weapon was used at the start of the player with the secret weapon's action? So that They run the risk of getting sent of reasonably quickly. Would that mean that the cost would be ok as is at the moment.

A deathroller with a penalty roll of 7+ (or whatever it was) would be almost guaranteed to be sent off early as befits a trundling behemoth.

It just seems to me at the moment that the value you get out of your secret weapons in dependant on the team you are playing. Against someone like elves they may be on the pitch for 2/3 turns, whereas against a bashy team they will last longer. That's a bit poop.

Re: Secret Weapons

Posted: Fri Aug 26, 2011 12:32 pm
by burgun824
I'd make sure that you lower the roll by a couple of points and/or jack up the cost of bribes.

I'd say it would make sense for a deathroller to be +5 or +6 to stay in that instance and work the scale up from there...or make bribes ridiculously expensive.

Re: Secret Weapons

Posted: Fri Aug 26, 2011 9:45 pm
by daloonieshaman
Whay not make it simple
use it as part of your "foul action"
Decalre my 'foul"
Ball and Chain (whip whyrl chrunch as normal) armor or injury doubles? roll bribe easy peasy.
"Secret Weapon does not get sent off at the end of a drive"

Re: Secret Weapons

Posted: Sun Aug 28, 2011 8:04 am
by graeme27uk
daloonieshaman wrote:Whay not make it simple
use it as part of your "foul action"
Decalre my 'foul"
Ball and Chain (whip whyrl chrunch as normal) armor or injury doubles? roll bribe easy peasy.
"Secret Weapon does not get sent off at the end of a drive"
But that won't solve the issue about secret weapons are automatically sent off at the end of a drive. So against something like Wood Elves who can score in 2 turns or so, that is a waste of a position. Say you were a Goblin team, that is quite a lot of your special positions and uniqueness gone so not much... what are you left with...

Re: Secret Weapons

Posted: Sun Aug 28, 2011 8:42 am
by Glowworm
graeme27uk wrote: But that won't solve the issue about secret weapons are automatically sent off at the end of a drive. So against something like Wood Elves who can score in 2 turns or so, that is a waste of a position. Say you were a Goblin team, that is quite a lot of your special positions and uniqueness gone so not much... what are you left with...
....goblins... the idea is to not field your secret weapons on your opponents drive if you think they will score quickly, or unless you have bribes, it makes team management a bit more challenging but hey, your playing gobbo's you should expect to be challenged!!

I think the rules are ok as they are, stab is not a powerfull skill and not a sending off offence, a St7 gobbo who can potentially block 3 players a turn is another matter completely. Its all about getting the best out of your players but managing your resources.

Re: Secret Weapons

Posted: Sun Aug 28, 2011 7:08 pm
by Barnacles
glowworm wrote:
graeme27uk wrote: But that won't solve the issue about secret weapons are automatically sent off at the end of a drive. So against something like Wood Elves who can score in 2 turns or so, that is a waste of a position. Say you were a Goblin team, that is quite a lot of your special positions and uniqueness gone so not much... what are you left with...
....goblins... the idea is to not field your secret weapons on your opponents drive if you think they will score quickly, or unless you have bribes, it makes team management a bit more challenging but hey, your playing gobbo's you should expect to be challenged!!

I think the rules are ok as they are, stab is not a powerfull skill and not a sending off offence, a St7 gobbo who can potentially block 3 players a turn is another matter completely. Its all about getting the best out of your players but managing your resources.
...when do you reckon you will manage to crack that one then Glowbaby? :D

Re: Secret Weapons

Posted: Mon Aug 29, 2011 5:29 am
by Glowworm
Now, where did i leave that can of Whoop-Ass i was just going to open?? Oh there it is......
Barnacles wrote: ...when do you reckon you will manage to crack that one then Glowbaby? :D
So... yet another helpful and concise post from the bottom feeder.... :lol:

(Ill get it right one day....maybe when i next play you...as our only tournament encounter ended in a draw, however that never seems to dent your bragging rights :wink: )

Re: Secret Weapons

Posted: Mon Aug 29, 2011 9:10 am
by daloonieshaman
a St7 gobbo who can potentially block 3 players a turn is another matter completely.
who can easily either dance around the field or whack himself out of the game the first die roll

Re: Secret Weapons

Posted: Sun Sep 04, 2011 5:52 am
by graeme27uk
The fanatic isn't all that great really now is it....

Random movement, can commit suicide, can attack your own team just as easily, no ball handling...

Giving the option to take 2 is up to the player, but I still maintain that Goblins should be able to take more secret weapons as that is the fluff of their team... and after all, they are all going to get sent off anyway.

Re: Secret Weapons

Posted: Sun Sep 04, 2011 6:13 am
by Heff
How about a special rule a la halfling chef. Gobbo secret weapons can stay on for two drives. If you need a justification say that the ref has been pre bribed to allow them on at all and is working out how long they can stay on before the opposition crowd lynch him.