How to benefit frome Assistent Coaches (House-Rule)

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Beeble
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How to benefit frome Assistent Coaches (House-Rule)

Post by Beeble »

In our local gaming store we play by the following rules for ass coaches:

1) The ones in the rulebook + deathzone

2) For every ass coach at the end of the match you get to roll a D6. For every 6 you roll, you get to spend D3 SPP's distributed anyway you like.

3) From the moment you have 12 or more coaches, you lose 1 coach for every dice roll of 1. This is to balance the game for teams with hypercheap models, like Undead (zombies) and Halflings.


Its great fun and helps you to improve your rookie's on a team rating of 250+.

Tell me whate you think about it
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Post by Lucien Swift »

we had a similar rule for quite a while, but only allowed a single spp on a '6' roll, and no player could get more than 1 training point per match... we also capped the coaches at 10 pre team, but i like the idea of a roll like fan factor for them if i ever used the system again...

we found it did help young teams geta few more first skills, but in the long run made very little difference in the overall development of a team... we kept it mostly because it gave assistants a purpose other than the kickoff table, and their popularity was not backed up with real frequent and visible benefit... all in all an innoculous and mutually acceptable rule (incidentally, before we capped the number at ten, there was a coach who bought 36! of them, he averaged something like 3 and half spp's per game from coaches... trivial increases in individual players' scores, but we thought it was a ridiculous waste of team funds and capped it for this reason, not because his players were better...)

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Post by Thadrin »

I like the rule.
As far as capping the number though...a team may have as many coaches as it wants AS LONG AS ALL OF THEM HAVE A TITLE...you want twenty coaches, fine. What do they all do?

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Post by sean newboy »

Thadrin thats not a handicap, i can spew stupid titles by the dozen. Assistant defensive coach of Pass interference etc etc etc. I dont think that system would be good with the 2k1 rules, too much aging. Our league in indiana instituted a cap of 1 for every 2 players, if u had 12 guys u could have no more than 6 assistant coaches. That rule was instituted after a 5 season chaos team (who spent tournament moneys) had 73 of them and took a goblin from rookie to star player status in one game.

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Post by neoliminal »

Do you guys force the player to have painted assistant coach figures?

Just curious.

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Post by sean newboy »

Not originally we dint , still would not have hurt him, there are no rules on what an assistant coach looks like. I used regular Fantasy figures for mine.

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Post by DaFrenchCoach »

Beeble: first of all, you're welcome... I like your house rule ! it reminds me 1st edition, when they were some training points (but it didn't work like it). I was looking for a systme that should reflect the capacity of teams to gain SPP with training... Just a suggestion, concious it should complicate the rule too much: why not making different assistant coaches ? It would reflect for example the greater capacity of elves or dwarves to work hard during training, whereas it should be harder for orcs, for example... Something like rerolls system, but for training.

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Post by Lucien Swift »

we never used the rules for minis for staff... we're all out here in teh real world and most of my bloodbowl games where played in dorm rooms and studio apartments by people who have to spend our money on ramen noodles...

for what staff does in the game, even with rules like we use for coaches and cheerleaders etc, it isn't worth the effort... they're not changing the game, and they add to the enjoyment...

...i'm not in the business of selling miniatures, i'm not going to enforce silly rules like that....

well, one out of two ain't bad...

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Post by GalakStarscraper »

In the MBBL2 (my league), you roll one D6 for every 2 Assistant Coaches at the beginning of the game. If you get at least one 6, then the coaches have done a good job getting the team ready. That team gets one random Pre-Match Preparation card from Blood Bowl Magazine #2.

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Post by DaFrenchCoach »

GalakStarscraper wrote:In the MBBL2 (my league), you roll one D6 for every 2 Assistant Coaches at the beginning of the game. If you get at least one 6, then the coaches have done a good job getting the team ready. That team gets one random Pre-Match Preparation card from Blood Bowl Magazine #2.

Galak

Hi Galak,

it's a good thing too, but what I found great in beeble rule is earning "training" SPP... As said in the topic, this reminds good old stuff to me ;)

For example, let's take soccer. Some tactics, and schemes are repeated during training, and are a source of progress for all the players too... This doesn't exist in the actual blood bowl.

But by looking general 2K1 rules, I agree with you a "one match" bonus is more in the spirit of them.

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Post by DoubleSkulls »

I was thinking about this too. How about instead of gaining SPPs it allows rerolls of skill rolls.

So for each coach roll D6. On a '6' they allow one player to reroll his skill roll at the end of the game. You may only reroll a skill roll once.

This makes doubles and stat increses a bit more likely (25% -> 43%) but also has a natural limit on the effectiveness of 200 coaches. After all you wont have too many games where you gain more than 3~4 skill rolls.

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Post by Mestari »

This would certainly be better than the training spp's!
In fact, I like it pretty much.

Whether it is prone to misuse, I'm not sure: with 6 ass.coaches you have about 67% (~3+) chance of rerolling a skill roll, which might be too much. Maybe put it so that for every two assistant coaches you get a roll.
What do others think?

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Post by Thadrin »

Sean - OK....your "per player" limit is better.
The coaching position thing is very vague....just an idea for colour. You could institute both rules though: you may have 1 coach for every two players, and all coaches must have a title (and a painted mini).

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Post by DoubleSkulls »

Mestari wrote:This would certainly be better than the training spp's!
In fact, I like it pretty much.

Whether it is prone to misuse, I'm not sure: with 6 ass.coaches you have about 67% (~3+) chance of rerolling a skill roll, which might be too much. Maybe put it so that for every two assistant coaches you get a roll.
What do others think?
Maybe you say only one coach can be assigned to a player (roll after they are assigned). That way there is no point have more than 4/5 coaches (no huge advantage for the undead).

It reduces the odds quite dramatically though, so maybe work on a 5+ instead of '6'.

Ian

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Thanks

Post by Beeble »

Thanks for replying in sush great numbers. What I forot to mention is that we still use the 'old' rules and special play cards wich came with deathbowl. We mostley play in a game store, so having everybody (approx 40 players) change their rules is difficult. I personally don't like the new rules. When you look at it we also play with a whole bunch of special rules:

1) Mighty blow doesn't count beyond 10. You have to roll 11 and 12 naturally.

2) Dirty Player and Razorsharp Claws are skills we try not to give on an increase.

3) Every team has his own personalized wizard
-Orc: 2d6 teleport
-Goblin: 1d6 teleport (costs 75000)
-Chaos: Direct injury on a 2+. If you roll 1, your wizard dies.
-Undead: no wizard (your coach is the wizard)
-Halfling, Humans, Dwarfs: Like in deathzone
-High Elf: If you take Random events, You may choose between 2* the amount, but have to discard the rest minus 1. ex: 2cards= choose 3 out of 4
-Dark Elf: Choose weather at each Kick-Off (costs100,000)

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