The top SPP players are drafted into a new 12 man squad after the close of a season (this is to be done at the end of a regular league season of BB)
The process is flexible, but I suggest simply the highest SPP players from the following teams get placed into the squad:
'Good' teams:
* Humans
* Pro Elf
* High Elf
* Lizardmen
* Amazon
* Norse
* Dwarf
* Wood Elf
* Halfling
* Slann
* Ogre
'Bad' teams:
* Dark Elf
* Skaven
* Chaos
* Orc
* Goblin
* Undead
* Necromantic
* Khemri
* Chaos Dwarf
* Chaos Pact
* Underworld Creepers
* Nurgle
* Vampire
Then the process is that the coaches of these players all sit around the board, at once.
Each turn, the coaches who own the players are responsible for moving and controlling the players they had on their team in the league - and not anyone else's. It is up to the group of coaches to decide who moves first , etc. and normal turnover rules apply.
Most coaches will end up spectating most of the game, so large amounts of ale, soft drink and pretzels are recommended (keep it a party atmosphere to celebrate the end of the league).
Some methods for working out who (which coach) moves first in a turn:
* Loudly arguing
* Dicing for it
* rotating on a cyclical basis
(Of course, the ideal number of coaches for this is < 12, and a reasonable balance of teams across the league from each team).
Other variants could include:
*The coaches choosing the players from the available rosters (by arguing, draft, rotation etc.)
(that's all I could think of)
...has anyone done this before?
League Closer: 'Good' vs 'bad' teams
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League Closer: 'Good' vs 'bad' teams
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Re: League Closer: 'Good' vs 'bad' teams
In order to not make the turns take foerever, you should decide the turn order of the players at the beginning and enforce that every round!
Then introduce something like each coach can choose to "delay" their action twice during any half. Introduces a whole lot more strategy to, like maybe you should give the ball to the player who's turn is later rather than first turn eddy!
Also, you should call them Evil, not Bad. Even evil people have feelings you know
.
Then introduce something like each coach can choose to "delay" their action twice during any half. Introduces a whole lot more strategy to, like maybe you should give the ball to the player who's turn is later rather than first turn eddy!

Also, you should call them Evil, not Bad. Even evil people have feelings you know

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- spubbbba
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Re: League Closer: 'Good' vs 'bad' teams
Or for added carnage each team nominates a head coach who performs the actions then the other players secretly write down what they want their players to do each turn.
The head coach picks the players in order and tries to follow their instructions (with some limits, obviously only 1 blitz per turn and can't pass without the ball) with some discretion on his part.
The head coach picks the players in order and tries to follow their instructions (with some limits, obviously only 1 blitz per turn and can't pass without the ball) with some discretion on his part.
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Re: League Closer: 'Good' vs 'bad' teams
Similar to above.
Top coaches for their respective "side" are the head coaches. The set up for kick off's. They pick the order of play.
If you want to add the the chaos and simulate the lack of practice that these stars have had together, remove the "table talk" element from it. The Head coach chooses which player has a turn, and the owner of that player then takes all his actions, when he is done the head coach then chooses the next player to go.
It is up to the owner of the player to decide if it is going to be a blitz, pass, dodge, block, handoff, etc. But the head coach can't outright tell him what to do. It is up to that player's owner to assess the situation and choose what is best.
You can do pre-game and half time huddles, where they outline an over all strategy. ("Look the goblin needs to stop burning the blitzes!!")
It would be fun to see if head coaches start adjusting their play order to account for a strategy, or whether they started choosing it purely based on the ability of their under-coaches to assess the situation better.
Asperon Thorn
Top coaches for their respective "side" are the head coaches. The set up for kick off's. They pick the order of play.
If you want to add the the chaos and simulate the lack of practice that these stars have had together, remove the "table talk" element from it. The Head coach chooses which player has a turn, and the owner of that player then takes all his actions, when he is done the head coach then chooses the next player to go.
It is up to the owner of the player to decide if it is going to be a blitz, pass, dodge, block, handoff, etc. But the head coach can't outright tell him what to do. It is up to that player's owner to assess the situation and choose what is best.
You can do pre-game and half time huddles, where they outline an over all strategy. ("Look the goblin needs to stop burning the blitzes!!")
It would be fun to see if head coaches start adjusting their play order to account for a strategy, or whether they started choosing it purely based on the ability of their under-coaches to assess the situation better.
Asperon Thorn
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Re: League Closer: 'Good' vs 'bad' teams
Here's what we've done before.
Pro Bowl: Agile vs. Nasty conferences. We have a list of which team races play in which conference, with a few teams (Humans, Lizardmen, that sort of thing) that could move from one to the other if there's an imbalance. We also have a "position" or pair of positions listed for each player who doesn't conform to the standard. For instance, we consider a Ghoul to be an "A-Access Runner" and a Troll Slayer to be a "Blitzer."
Each coach in the Agile conference nominates 16 players, no more than (1/X, where X = # of other Agile teams) of his own players, rounded up. Vote for the following, up to 16 votes total:
2x Blitzer
2x Catcher
2x Thrower
5x Lineman
2x Blitzer, Blocker or Lineman
2x Runner or Catcher
1x Big Guy or Lineman
In the Bashy conference, it's:
2x Blitzer
2x Blocker
1x Big Guy
3x Lineman
2x Thrower or P-Access Runner
2x Blitzer or A-Access Runner
2x Lineman, A-Access Runner or Catcher
1x Big Guy or Blocker
1x Blocker or Lineman
The players with the most votes in each category get in, with all competitions resolved in the order listed. Ties go to the players with the most SPP, and if that's the same, to the player on the team with the better standing. If there are two players with the same number of SPP on the same team who get the same number of votes, the head coach of that team makes the call.
Pro Bowl: Agile vs. Nasty conferences. We have a list of which team races play in which conference, with a few teams (Humans, Lizardmen, that sort of thing) that could move from one to the other if there's an imbalance. We also have a "position" or pair of positions listed for each player who doesn't conform to the standard. For instance, we consider a Ghoul to be an "A-Access Runner" and a Troll Slayer to be a "Blitzer."
Each coach in the Agile conference nominates 16 players, no more than (1/X, where X = # of other Agile teams) of his own players, rounded up. Vote for the following, up to 16 votes total:
2x Blitzer
2x Catcher
2x Thrower
5x Lineman
2x Blitzer, Blocker or Lineman
2x Runner or Catcher
1x Big Guy or Lineman
In the Bashy conference, it's:
2x Blitzer
2x Blocker
1x Big Guy
3x Lineman
2x Thrower or P-Access Runner
2x Blitzer or A-Access Runner
2x Lineman, A-Access Runner or Catcher
1x Big Guy or Blocker
1x Blocker or Lineman
The players with the most votes in each category get in, with all competitions resolved in the order listed. Ties go to the players with the most SPP, and if that's the same, to the player on the team with the better standing. If there are two players with the same number of SPP on the same team who get the same number of votes, the head coach of that team makes the call.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.