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!
ianwilliams wrote:How do you start a Chaos team with 5 TRRs? I make that a minimum of 1020k.
I said most teams, not all teams. I start chaos with 3 RRs and 9 FF.
ianwilliams wrote:Have you reached 200TR? I have an with low teens FF I'm finding it really hard to get much money together - it all seems to be spent replacing players - and that is with Orcs.
Yes, my chaos dwarf team reached 200 TR. I'm not earning much money, but i never have to spend any either, except in playoffs for freebooting.
THis kind of rule is just going to shift the balance further to the killing teams. Half the time they block more times in any turn than an "agility" team as they all have to get up and dodging away is not always an option (cant afford to TO or to leave the man free) so then the weaker players are just enevitably going to get hurt while players such as mummies (eg) are just laughing as they are hard to knock over while they smash you.
Given this rule would work alright when the teams are similarily matched in style ie orc vs dwarf, skaven vs HE. But this is going to end up with teams becoming the whipping boy for other teams ie Undead vs elves etc.
Forget helping just 'hitting' teams. It helps 'armor' teams. As a recent match I just played reminded me, AV 8 High Elves are capable of playing smash against AV 7 Norse if they get the first hit.
Well, I dont think that the equal or bea armour would give higher armor teams that much of an advantage, but despite my love of the Undead and Mummies in particular, I gotta go with Demandred on this one. Teams with higher strength will have a major advantage:
While it is easier for everyone to get thru armor, u only make that roll if u knock a player down in the first place.
Under this rule, I would be very scared of a Chaos, vamp or Lizardman team... guys going down all over teh shop.
Forget those teams you mentioned. Strength isn't everything when you're blocking. Dwarves with Block and Tackle are even better at knocking people down, plus they have a very high AV as well.
The fact remains that high AV means longer life spans. That's unavoidable and can't be changed by a flat decrease to all players.
I believe that the whole reason for aging is that the high AV players simply don't die enough. To achieve that, a separate mechanic is needed. No way round it I think.
We never had a problem with players getting too good, and never had to make up a silly rule like ageing. We put up bounties, and the dirty players earned their pay. Before IGMEOY, you could keep the high SPP guys from getting out of hand by fouling them mercilessly. I would much rather have my hot shot blitzer killed by a Gobbo putting the boot in, instead of retiring him from age after 6 games.
We never had a problem with players getting too good, and never had to make up a silly rule like ageing. We put up bounties, and the dirty players earned their pay. Before IGMEOY, you could keep the high SPP guys from getting out of hand by fouling them mercilessly. I would much rather have my hot shot blitzer killed by a Gobbo putting the boot in, instead of retiring him from age after 6 games. Needless to say, you could simply lose IGMEOY, and let the Dirty players do their job...of course if you liked that idea you would probably just play 3rd ed.
yeah i can see your point. If the developers hadnt turned the game so soft then less players would survive to a high level to need the ageing limiter. This is due to the fact that other teams will always target annoying playerrs for death. But currently its getting to hard to hurt anyone and so they start making other rules to compensate.