Rerolls and limits
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- Zombie
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Yeah, but if you want to be even smarter, you fire a useless lineman and hire another one. That way, you're not throwing away half your money for TR, you're throwing it all away. Besides, buying rerolls for TR is pretty dumb since you'll be stuck with the reroll forever, thus inflating your TR needlessly.
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- Casper
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I our League, you can "retire" assistant coaches, cheer leaders and team re-rolls (not fan factor, since fans are not actually on the team, not hired and cannot be controlled to leave or join).
Decreasing the number of re-rolls repressents the idea, that the team is not training as intensively anymore.
Decreasing the number of re-rolls repressents the idea, that the team is not training as intensively anymore.
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- Casper
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- Dragoonkin
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All in all I support any game mechanics that resemble those with the wizards. You can't just buy it and have it for all eternity - you have to buy it again for the next game.
If you saw my secret weapons suggestion that uses the same idea: secret weapons are loaned for a single game only. With the current income rules you just can't have them or wizards every game.
If you saw my secret weapons suggestion that uses the same idea: secret weapons are loaned for a single game only. With the current income rules you just can't have them or wizards every game.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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IMO it's very clear, how many rerolls you are allowed to buy: 8.
OK, it's not exactly written in the rulebook, but the rulebook ( we are playing with the rules of the 3.ed) says, that you can only use one rr per turn. A half has 8 turns and so you need not more than a maximum of 8 rerolls.
Any additional rr is pure luxus.
OK, it's not exactly written in the rulebook, but the rulebook ( we are playing with the rules of the 3.ed) says, that you can only use one rr per turn. A half has 8 turns and so you need not more than a maximum of 8 rerolls.
Any additional rr is pure luxus.
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- Grumbledook
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If the game is tied and you go into over time that is an extra 8 turns. In these overtime turns you can use any rr that you didn't use up in the second half, ie ones left unused at the end of the game. This in theory means that you could have a use for 16 rr assuming you used one every turn and in every turn of overtime.
I always had assumed 8 was the max but ive never put any thought into it. I don't think that anywhere in the rulebook mentions a limit on rr.
I always had assumed 8 was the max but ive never put any thought into it. I don't think that anywhere in the rulebook mentions a limit on rr.
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Retired players don't -have- to be assistant coaches
From Deathzone p20
While on the subject, (BB handbook p16)
Note "Allows" - you can fully retire a player and not make them an assistant coach.If a coach hires a new player for a team that already has 16 players, then one of the old players will have to be retired to make room for him. Simply delete the retired player from the roster and fill the resulting space with the details of the new player. Each player that retires allows the coach to add an extra assistant coach to his team for free. A coach can, if he wishes, retire a player even if they do not have a new player to take his place.
While on the subject, (BB handbook p16)
How many people note this on the back of their team rosters?Each assistant coach you add to the team costs 10,000gp and must be represented by a different, appropriately painted Citadel Miniature. In addition, each assistant must be given a different job title. A full list of all the assistant coaches must be kept on the back of the team roster.
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=-) Babs (crotchety old, washed up has-been)
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Make sure you have read the Feudball Novel.
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Make sure you have read the Feudball Novel.
- Grumbledook
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You are just assuming there. The fact that you can only use one rr per turn doesn't mean that you couldn't have more.Covenant wrote:IMO it's very clear, how many rerolls you are allowed to buy: 8.
OK, it's not exactly written in the rulebook, but the rulebook ( we are playing with the rules of the 3.ed) says, that you can only use one rr per turn. A half has 8 turns and so you need not more than a maximum of 8 rerolls.
Fact 1: There is no limit on trr's mentioned in the rulebook
Thus-> You can buy as many as you wish.
Whether it is intelligent is an another matter.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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Of cause, you're right, but isn't it a game for intelligent playersMestari wrote:You are just assuming there. The fact that you can only use one rr per turn doesn't mean that you couldn't have more.Covenant wrote:IMO it's very clear, how many rerolls you are allowed to buy: 8.
OK, it's not exactly written in the rulebook, but the rulebook ( we are playing with the rules of the 3.ed) says, that you can only use one rr per turn. A half has 8 turns and so you need not more than a maximum of 8 rerolls.
Fact 1: There is no limit on trr's mentioned in the rulebook
Thus-> You can buy as many as you wish.
Whether it is intelligent is an another matter.

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People never understand me :)
Hey Grumbledook - why not read what Dragoonkin wrote? 

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Make sure you have read the Feudball Novel.
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ex-NAF AUS/NZ Tournament organiser
Make sure you have read the Feudball Novel.
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- Darkson
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I think Grumbledook didGrumbledook wrote:If the game is tied and you go into over time that is an extra 8 turns. In these overtime turns you can use any rr that you didn't use up in the second half, ie ones left unused at the end of the game. This in theory means that you could have a use for 16 rr assuming you used one every turn and in every turn of overtime.
I always had assumed 8 was the max but ive never put any thought into it. I don't think that anywhere in the rulebook mentions a limit on rr.

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Heh..ok..touche!Darkson wrote:I think Grumbledook didGrumbledook wrote:If the game is tied and you go into over time that is an extra 8 turns. In these overtime turns you can use any rr that you didn't use up in the second half, ie ones left unused at the end of the game. This in theory means that you could have a use for 16 rr assuming you used one every turn and in every turn of overtime.
I always had assumed 8 was the max but ive never put any thought into it. I don't think that anywhere in the rulebook mentions a limit on rr.

Must have missed it amongst Gumbledook's 89 posts in one day..kinda got to scanning mode...

I'd like a mechanic to strip TRRs from top end teams..FF and aging have kinda been addressed..but even now if you roll over a team long enough those TRRs have to add up...
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