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Goblins and differences...

Posted: Sat Jan 02, 2010 12:33 am
by Electric Wizard
... between LRB4 and 5.

To be more precise: it's about earnings.

I had a lot of freetime on my hands the last two weeks and I mostly spent it with playing Goblins and Halflings on FUMBBL.

It... was... great... fun! Seriously, that was awesome. It's great when even a lost game feels like some good spent time.

So I started to think about if I'd maybe should play one of these two teams in the next saison.

As we're playing with LRB5 I soon thought about the earnings. I have FF9 on FUMBBL and was able to earn 110k in one match from time to time. But I won't ever earn that much money with LRB5.

That's what I'm curious about, does it work well with such little income? I mean, no big deal to replace a dead goblin and buy alot of players to reach the 13 goblins I wanted on my roster. But this won't work with LRB5 - atleast I think so.

Sure, I don't have to spent money for a chainsaw all the time as it's a normal player position. But well, that's not changing that much I think (Also let's see how long the chainsaw will survive on the pitch... :wink: and I'm also very lucking at getting my trolls killed in the first or second match :o ).

How did you guys handle the losses? Did it work well or did you have to use a lot... ... (I'm just missing the word right now, you know, those linemen which are loner and only are there to give you 11 guys on your roster)?

Greetings,
Wizard!

Re: Goblins and differences...

Posted: Sat Jan 02, 2010 1:29 am
by DoubleSkulls
The massive difference for goblins is that inducements are much better at balancing games than handicaps are in LRB4. So keeping an "even" TV with your opponents is less of a problem.

In LBB6 stunty turnover got reduced by making a 9 on the injury table just a badly hurt, reducing deaths & retirement injuries fairly substantially.

Re: Goblins and differences...

Posted: Sat Jan 02, 2010 8:52 am
by Pagan
Yeah the 9 Stunty auto Badly Hurt was a nice change to lessen the impact in the long term.

Since I never played LRB1-4, and I don't remember what Goblins did if anything in 2nd Edition, I'm have no comparison to what they had before. With that, I haven't seen much problems with income impacting the team. I haven't lost any Trolls yet, but that would take a few games to recover from if my treasury was empty. But that is true of any team with expensive positions, and is a great thing. I've tossed a few players with bad injuries(usually -AG, which always gets rolled on my Diving Catchers) without much impact on the team.

Still waiting for the Bombardier to blow himself up, probably will replace him with a normal gobbo since he just doesn't seem to have much of an impact to warrant a Bribe better used on the Fanatic/Looney. Although using him as artillery strikes with my other HMP gobbo is amusing.

Re: Goblins and differences...

Posted: Sat Jan 02, 2010 8:14 pm
by Electric Wizard
Ah, totally forget about LRB6. We'll be using it probably too next saison. Hum, that way it looks a little better - atleast on the paper. Uhm... it will change something.

I think I'll probably go for

2 trolls,
11 goblins,
chainsaw,
4 rerolls,
40k leftover (To make sure to get an apothecary after the first match)

What do you think?

Greetings,
Wizard!

Re: Goblins and differences...

Posted: Sun Jan 03, 2010 8:49 am
by Grumbledook
sign up at www.stuntyleeg.com it is like fumbbl but uses the new rules

so you can try them out