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It's been a long time!
Posted: Sun Jul 20, 2008 1:53 pm
by jmw23
I haven't played Blood Bowl since 3rd edition, but I have the itch to start a new team. I've noticed a lot of changes: fan factor seems much less important, and inducements are new to me. I'm curious, it seems as though many teams don't bother starting with 12 players. In the old days, I always liked to have an extra guy in case someone was KO'd or killed early on. Why do so many teams I've seen posted here start with only 11?
Re: It's been a long time!
Posted: Sun Jul 20, 2008 5:59 pm
by Grendel
jmw23 wrote:I haven't played Blood Bowl since 3rd edition, but I have the itch to start a new team. I've noticed a lot of changes: fan factor seems much less important, and inducements are new to me.
Inducements replace the cards that came with the old game. Instead of having a Dirty Trick card, a Magic Item card and a Special Event (or more of those than your opponent) you now get inducement to make it even between two teams that have a different worth.
jmw23 wrote: I'm curious, it seems as though many teams don't bother starting with 12 players. In the old days, I always liked to have an extra guy in case someone was KO'd or killed early on. Why do so many teams I've seen posted here start with only 11?
Most people try to max out on re-rolls early on. And so go for the minimum of players needed for a legal starting team. Especially since you now have the option of adding Journeymen if you go below 11 players.
Posted: Mon Jul 21, 2008 10:17 am
by PubBowler
Just to expand on the journeyman point, not ever having to start with less than 11 players is a big push towards not buying replacement players.
In addition, money doesn't come in as fast with LRB5 so buying more of what you want at teh start is a priority.
Posted: Mon Jul 21, 2008 11:18 am
by jmw23
Interesting points. The journeyman rule everyone is talking about is the mercenary inducement, right? I'm still thinking about these new rules, and deciding if I like them. It was kind of fun balancing gains now vs. gains later in regards to fan factor, and scrimping by with linemen instead of positionals and tons of re-rolls in 3.0. Maybe I'm masochistic though!
Posted: Mon Jul 21, 2008 12:32 pm
by GalakStarscraper
jmw23 wrote:Interesting points. The journeyman rule everyone is talking about is the mercenary inducement, right?
The Mercenary inducement is different from Journeymen which are not an inducement.
The Journeymen rules are described in the LRB 5.0 rulebook in the area where it walks you through the steps that you do at the end of the game.
Galak
Posted: Mon Jul 21, 2008 3:19 pm
by Duke Jan
Journeymen are basically linemen that use re-rolls like big guys do. You can add them to boost the numbers on your beaten-to-something-resembling-11-frogs-in-a-blender team back up to 11. They're only for matches where you don't have 11 players of your own.
Posted: Mon Jul 21, 2008 4:14 pm
by jmw23
Wow, very cool. That's a new rule I like quite a bit, as I used to be very careful, lest my dark elves be taken down to ten players, never to recover. I can see that with this rule, starting out with an 11 man team wouldn't be a bad idea at all. As soon as I polish off the last of my Cawdor gang, I'm going to get to work on some BB Orcs!