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Snot evolution
Posted: Fri Apr 17, 2009 8:59 am
by Fondu77
One of my stunties just take a serious injuries.
Result is a loss of strengh.
1-1 = 0
Sure I gonna keep it but how you make you block roll now?
Should i get 4 assist to make a 2 die block?
Serious matters on the new oger team.
PS : thx everyone who wanted to change the oger roster from 12 oger to 6 and gob to snot, and no access to block.

Posted: Fri Apr 17, 2009 9:30 am
by Carnis
JJ's idea. The old ogres were too powerful (even competetive, while being deadly).
Doesn't affect him, can't reduce a stat to 0. Disregard the statminus, it's in the rules, p25.
-1 MA, ST, AG, and AV: Miss next game as above. In addition, record
the characteristic change on the team roster. However, no
characteristic may be reduced by more than 2 points or below a value
of 1. Any injuries that could reduce it further are ignored.
Posted: Fri Apr 17, 2009 9:32 am
by Fondu77
Carnis wrote:JJ's idea. The old ogres were too powerful (even competetive, while being deadly).
Doesn't affect him, can't reduce a stat to 0. Disregard the statminus, it's in the rules, p25.
-1 MA, ST, AG, and AV: Miss next game as above. In addition, record
the characteristic change on the team roster. However, no
characteristic may be reduced by more than 2 points or below a value
of 1. Any injuries that could reduce it further are ignored.

thx JJ.
Posted: Fri Apr 17, 2009 2:13 pm
by SillySod
Carnis wrote:The old ogres were too powerful (even competetive, while being deadly).

Posted: Fri Apr 17, 2009 2:31 pm
by rodders
Carnis wrote:JJ's idea. The old ogres were too powerful (even competetive, while being deadly).
.
Ypu must have been playing different ogres to the rest of us
Posted: Fri Apr 17, 2009 2:43 pm
by PubBowler
Not the only reason, very little push to take the Goblin team when it's worse than the Ogre team and Ogres have Goblins.
But I did think high TR Ogre sides were nasty, too nasty for their designed tier.
Posted: Fri Apr 17, 2009 3:54 pm
by mattgslater
PubBowler wrote:very little push to take the Goblin team when it's worse than the Ogre team and Ogres have Goblins.
After all, that's what Orcs are for.
Posted: Fri Apr 17, 2009 5:24 pm
by Carnis
I've played both the LRB4 & LRB5 ogres, and although both suck, the LRB5 one sucks more majorly. Imo they overdid the nerf.
FUMBBL statistics for high TR LRB4 ogres gives a 47,4% winrate compared to MBBL statistics for LRB5 ogres at around 30,75%.
Overall, I think they overdid it with both increasing ogre cost AND reducing positional spots.. 8 Ogre team would be reasonable for sure (And is possible with inducements, but it's tricky to get your TR down with 140k /player..)!
Posted: Fri Apr 17, 2009 5:53 pm
by mattgslater
Maybe the Ogre needs to lose 10k. I mean, Human teams could use a little boost, anyway. Then you could start 14 players with 4 Ogres and 4 TRRs. Or you could start 5 Ogres, 7 Snots and 3 TRRs... I like the first one better in a league.
Posted: Fri Apr 17, 2009 9:28 pm
by Toby Wardman
Carnis wrote:FUMBBL statistics for high TR LRB4 ogres gives a 47,4% winrate compared to MBBL statistics for LRB5 ogres at around 30,75%.
I may be wrong, but I thought 30% was the target for tier-3 teams. Whereas 47.4% sounds suspiciously close to 50%. So IMO it sounds like the nerf was just right.
Posted: Sat Apr 18, 2009 11:21 am
by khudzlin
Toby Wardman wrote:Carnis wrote:FUMBBL statistics for high TR LRB4 ogres gives a 47,4% winrate compared to MBBL statistics for LRB5 ogres at around 30,75%.
I may be wrong, but I thought 30% was the target for tier-3 teams. Whereas 47.4% sounds suspiciously close to 50%. So IMO it sounds like the nerf was just right.
FUMBBL statistics are biased, because skijunkie's client does not quite conform to LRB4: one of the most obvious example being the ability to declare a pass or hand-off
after a move action (which does benefit Ogres trying to throw goblins)
you wanna throw that gobbo? try a move action with a nearby ogre, if he fails his bonehead roll, you can try again with another one (whereas on tabletop, you'd have to declare the pass action
before rolling for bonehead)
Posted: Sat Apr 18, 2009 9:22 pm
by DoubleSkulls
Ogre teams got a pretty radical makeover in LRB5 - only 6 ogres and snotlings replacing the goblins. That's a more likely explanation of the difference.
Posted: Sun Apr 19, 2009 5:58 am
by Andromidius
Ogres should be able to win games though, otherwise their sole purpose in a league is to kill opposing players. Thus encouraging Ogre players to stack Pile On and Guard, since they have very limited skill access anyway.
Though to be honest, how would you do that? Maybe adding 0-2 Goblins as ball handlers?
They look like a fun team to try out, though. Even if all they can do is slam Elves into the pitch every couple of turns as the Elves quickly score touchdown after touchdown.
...wait, that's a bad thing?
~Andromidius
Posted: Sun Apr 19, 2009 6:36 am
by plasmoid
I too think the nerf was overdone.
I've played 6 games with MA+1 snots for no extra cost, and that worked well.
But heck, I'll start a thread in house rules. Feel free to chip in
