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!
Darkson wrote:(Going off-topic here, but could those effects be combined? I.E. Dead player = BH with Miracle Worker = Reserves with Chiregeon?
Can happen in the Vault also Darkson ... Apothecary rerolls Death to Badly Hurt and then the Chirurgeon moves him to Reserves. So I have no problems with that.
As for the Miracle Worker being too good for 10 points ... don't agree. The player isn't playing in the game without using an extra handicap like the Chirurgeon (so you've used 20 points of TR to move Dead to Reserves which is basically what Magic Sponge did anyway). And I've seen many a game go by with no one dying ... so this could end up being a wasted result, but its still a result I would not mind having if I rolled it as an insurance policy.
Oh and the MBBL2 removed Appearance Fee from the table because TOO often it was meaningless as the other player had the cash to pay for it ... so all you did was permanently damage the overdog's gold ... again missed the purpose of the table to either even out the game or protect the underdog from injury.
Hi Narc,
not so much experience so far.
We only use this table for games that matter, (we have a different one for "friendlies"), and so far there hasn't been that much difference.
The 10s table doesn't have much impact. Then again, it shouldn't have.
(I know for a fact that coaches who got the cheerleaders/coaches results were pretty bummed. Those may have to go.)
Time will tell, but I think that the handicaps might be a bit weak/expensive.
I'll know more around april
narkotic wrote:@Plasmoid: what has been your experience with the 3-T-tables? What about the cost of each table (10/20/40)?
Like plasmoid, narkotic ... I've found the 10/20/40 to be just right or maybe too expensive. I started with a point system like you are using and found it way too expensive based on my coach's feedback.
I got the one my league uses from TBB somewhere, it's close to plasmoids, and might have been an earlier version of his...
we don't find it gives the underdog too much, and has never caused the underdog to win the game, but it can make the game winable for them...
Handicap Tables
Good Karma - 10 point table:
1 - EXTRA TRAINING: Your team has worked long and hard all week for this opponent. You may take an extra Team Re-roll to use for this match only.
2 - INTENSIVE TRAINING: One player is really psyched for this week’s match, and has been working very hard preparing for it. Pick a player on your team. He may take one extra skill to use for this match only, just as if he had rolled a New Skill result on the Star Player Table.
3 - SCUTT’S SCROLL OF WEATHER MAGIC: You have tricked a gullible Wizard into parting with a useful scroll. Once per game, at the start of either player’s turn, you can select a weather result – the weather will immediately change to that result and remain there until a Weather Change Kickoff roll is made.
4 - PALMED COIN: You automatically win the coin toss to start the game (do not flip the coin).
5 - TEAM ANTHEM: Add +3 to your Fan Factor for this game only.
6 - EGGHEAD CONVENTION: A local inventor’s guild is sponsoring a convention in the city today. Several of the attendees are big fans of your team, and are willing to assist your team in today’s match in exchange for getting to watch the game from the sidelines. With their aid, your team will automatically win any Brilliant Coaching results on the Kickoff Table.
7 - THAT BABE’S GOT TALENT!: Your team visits the local tavern the night before the game. One of the exotic dancers displays her, umm, ‘talents,’ and your players leave her a generous tip. She and a few friends decide to hang out with your team today. You automatically win any Cheering Fans results on the Kickoff Table.
8 - WINDS OF CHANGE: Once during the game, you may change the Kick-Off result to a result either one above or one below it on the kick-off table.
Random Events and Dirty Tricks - 20 point table
1 - MAGIC SPONGE: Your team has received a free magic sponge from the College of Wizards when they heard about this upcoming match. You may use the Magic Sponge once this game on a player just injured, on a 2+ leave them face up on the field.
2 - BAD HABITS: The opposing team loses D3 re-rolls for this match only.
3 - SMELLING SALTS: You make all rolls to move a player from the Knocked Out box to the Reserves box on a roll of 2 or better for this match.
4 - DUH, WHERE AM I?: One player (your choice) on the opposing team has been out all night on a bender, and isn’t really ready for the game. The Really Stupid rule that applies to Trolls applies to the player for this match only.
5 - IRON MAN: One player on your team (your choice) is determined to play hard for the whole game, no matter what the cost – in fact, he refuses to get injured! If an opposing player beats his Armour roll, he is only Stunned. Injury dice should not to rolled.
6 - BUZZING! One of your players (your choice) has gone heavy on the coffee in anticipation of today’s game. For this match only he gains the Jump Up trait and the Frenzy trait.
7 - KID'S GLOVES: One player (your choice) on the opposing team has the NAF questioning his tactics on how he has been racking up those injuries. He decides to go easy this game to reduce the scrunity on him. All armour breaks against your team by this player from fouling or blocking will be treated as Stunned results without this player actually rolling to see an injury result.
8 - EGO TRIP: One player (your choice) on the opposing team has developed a real swelled head from his success. For this match, this player must move first every turn or not move at all.
Desperate Measures - 40 point table
1 - ASSASSIN: Pick a player on the opposing team. An assassin has poisoned his drink and he's unable to play during the game.
2 - I AM THE GREATEST! The two players with the most SPPs on the opposing team refuse to be on the pitch at the same time for this match only. Only one may be set up on the field at the start of each drive.
3 - MORLEY’S REVENGE: The opposing team’s drinks have been spiked with a powerful laxative. D3 randomly selected opposing players have drunk the spiked drink, and must roll a D6 before every kick-off. On a roll of 1-3 they are otherwise engaged and may not take part in this drive. On a roll of 4-6 they may be set up normally.
4 - DOOM and GLOOM: Due to some cunningly planted rumours and smear campaigns, the opposing team comes into the game with some serious morale issues. Roll a D6 for each re-roll the opposing team has; for each result other than 1, the opposing team loses a re-roll for the match.
5 - HEY, YOU!: You spot a talented (if crazy) fan in the stands, and he agrees to play for your team. The fan has MA6, ST4, AG3, AV7, and the Frenzy trait. The player leaves your team when the match ends. Note that you may add a 17th player to your team with this result.
6 - IN THE BAG!: The opposing team is feeling cocky about their chances of winning this match. They can only field the 11 worst available players on their team, based on SPPs (in case of ties, the team with the lower TR picks which is unable to play). This restriction stops for the rest of the match as soon as your team takes the lead.
7 - RUNNING LATE: Agents in your employ manage to delay D3 randomly selected players on the opposing team for this inconvenient match. The players must miss the first half.
8 - DOCTOR IN THE HOUSE?: A huge apothecary convention is in town (which even attracts several Necromancers) and it turns out that a lot of them are fans of your team. For this match, your team treats all Deaths as Serious Injury-Miss Next Game; all Serious Injuries are treated as Badly Hurt, and all Badly Hurts are treated as Knocked Out. This effect is applied before you have to use your Apothecary. The opposing team will still earn SPPs for Badly Hurt injuries that the apothecaries turn into KOs.
After having played our current season with the tweaked 3-tier handicap table I'm quite satisfied with it. It has shown that teams which have 50+ more TR than their opponent have roughly a 70% win ratio (72% exactly, 13 win/3 tie/2 loss), derived from 20 matches where the TR difference was 50-120.
I have further fine tuned the table bc some 45-results were too strong or weak. So far, these tables have been used for 3 seasons, 200 matches in total.
Here is the most current version (ignore the red, those are the latest tweaks)
Maybe that entry needs more clarification: actually, you have to decide prior set up, before the first drive. So, actually it prevents the opponent's top (?) catcher/thrower to take part in the first drive. It's just a 10 point result anyway, which are meant to be a very minor boon...