Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
kano wrote:If you take the +MA on treeman, then the get back up penalty roll is no longer there cuz his movement is no longer less than 3.......Unless they did away with this rule and I havent noticed it........
IronAge_Man wrote:Most Av 9 players would benefit more from the +Ma. A possible exception might be Flesh Golems, due to the pounding they get and their value to the side.
Golems have a value in the side? Can someone please inform my golem what it is (useless sack of ****).
Reason:''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
I wouldn't give my beastmen AV+ standard, it depends on the other skills. Having some beastmen with an increased chance of catching an annoying elf would be nice, others can take the pounding and the +AV.
I just like AV10 alot..take it for my Dwarven Blockers when I can..they are meant to be stuck in the middle of things and generally don't need alot of movement to get their job done..
mlindsay2706 wrote:would people take th AV on chaos dwarfs or something else?
for BC's id say something else, but for CD's, im not sure. 10 would be nice.
what you guys think?
The thing about having higher and higher AV is diminishing returns. The difference between Av8 and Av9 is a lot bigger than Av9 to Av10 (this is as a result of using 2D6 for armour rolls - a D12 would remove this difference). Also, it's fairly difficult to hurt a Av9 player as it is. On the other hand, additional Ma is a linear improvement - no matter how much you have, more is just as good.
Think of Ma as the radius of influence that player exerts - a Ma 4 player can only cover a quarter of the area of a Ma8 player. Using this analogy, increasing Ma is actually better than linear:
Actually AV10 breaks only half the time AV9 breaks. Depends how you look at the numbers. I am still inclined to take MA as it is one of your players biggest assets.
Still depends on the player and the league set-up, though. I can imagine I'd take a normal skill (strip ball) even on a double 5 for a Wardancers as his first skill.
IronAge_Man wrote:The thing about having higher and higher AV is diminishing returns. The difference between Av8 and Av9 is a lot bigger than Av9 to Av10 (this is as a result of using 2D6 for armour rolls - a D12 would remove this difference). Also, it's fairly difficult to hurt a Av9 player as it is. On the other hand, additional Ma is a linear improvement - no matter how much you have, more is just as good.
Think of Ma as the radius of influence that player exerts - a Ma 4 player can only cover a quarter of the area of a Ma8 player. Using this analogy, increasing Ma is actually better than linear:
Influence=Ma^2 (Ma squared)
I think this is true up to a point.
However you also need to conside the finite size of the pitch and the fact that on any given turn you are much less likely to use your final points of movement allowance.
Aside from one-turn-scoring, there probably isn't massive advantage from going to MA9 to MA10 for example.
plus, the math (as always) only tells part of the story. your MA automatically goes to 0 if you're dead.
Reason:''
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
This is how I look at it in LRB5.
AV7 breaks 15/36 or 41.7%
AV8 breaks 10/36 or 27.8%
AV9 breaks 1/6 or 16.7%
AV10 breaks 1/12 or 8.3%
Of course Mighty blow shunts each category down one AV, but if the MB is used on the AV then you avoid the horrible MB on the injury as MB can only be used on one or the other:
(first number is normal, second is with MB)
Stun = 21/36 or 58.3% vs 15/36 or 41.7%
KO = 1/4 or 25% vs 11/36 or 30.5%
CAS = 1/6 or 16.7% vs 10/36 or 27.8
31% Chance of leaving the pitch vs 58.3%, that's a 27.3% increase if MB lands on the injury roll.
The step from 8 to 9 is a huge one in keeping a player safer from breaks. But going from 9 to 10 is only worthwhile in a strength heavy league. If there are a lot of Dwarf, Nurgle, Chaos, Khemri, Orc, Ogre and Chaos Dwarf (bashing) teams in your league taking that step becomes far more important, as it lessens the chance of a player being eliminated from the pitch quite a bit.