draft league

Got a great idea and/or proposal for BloodBowl?

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fen
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Post by fen »

I thought about this a bit as to how I'd approach building a draft league and I pretty much came up with the following rough system.

You've got 21 teams with players divided into roughly 6 positions (Blocker, Blitzer, Runner/Thrower, Catcher, Lineman & Big Guy)

What you do is you first of all work out where all the slightly unusual players land in each category.

I worked them out as follows (If they're not in this, then use the standard position assigned to them by the game):

Code: Select all

Beastman - Lineman
Chaos Warrior - Blocker
Minotaur - Big Guy
Chaos Dwarf Blocker - Blocker
Hobgoblin - Lineman
Bull Centaur - Blitzer
Assassin - Catcher
Witch Elf - Blitzer
Dwarf Blocker - Blocker
Troll Slayer - Blocker
Deathroller - Big Guy
Goblin - Catcher
Goblin Secret Weapon - Blitzer
Troll - Big Guy
Halfling - Catcher
Ogre - Big Guy
Mummy - Big Guy
Skink - Runner
Saurus - Blitzer
Kroxigor - Big Guy
Ghoul - Catcher
Wight - Blitzer
Werewolf - Blitzer
Flesh Golem - Blocker
Ulfwerenar - Blitzer
Snow Troll - Big Guy
Pestigore - Runner
Rotter - Lineman
Nurgle Warrior - Blocker
Snotling - Catcher
Gutter Runner - Runner
Thrall - Lineman
Vampire - Blitzer (If you're brave enough :lol:)
Wardancer - Blitzer
Treeman - Big Guy
Then you create a pool containing exactly 1 of each position.

Now each coach takes it in turns to pick (up to you to choose a method of picking) They pick a player and pay the relevant amount from their 1million (Or 1.1million) starting gold. Now no other coach can purchase that position in the starting draft.

They also can't pick anything as they wish. Instead there are positional limits.
Each team may have a maximum of:
0-1 Big Guy
0-4 Blitzers/Blockers (I'm not sure if it should be Blitzers and blockers seperate or what...)
0-2 Runners/Throwers
0-2 Catchers
0-16 Linemen

All unpicked positions join a collective pool that coaches can purchase from as extra players.

After everyone has their starting 11+ then it's time for:
Rerolls. - Well three ways to do rerolls, one assign them a flat 70K cost for everyone, two let everyone start with 3 rerolls (@70K) or three a variable reroll cost determined as 40K +10K per race in the team (to a max of say 100K)

As for development during between matches. The limit across the league remains one of each position. But if a player retires/dies, a rookie version of that player joins the collective pool and anyone else can snatch it up.

One of the problem with this are the sheer quantity of Elf players (That are all semi interchangable) that become available. I think the solution to this is to eliminate all Elf Linemen from the pool, the Elf positionals should provide enough Elves.

B - is working out who's allowed what Star Player. Good luck with that one.

Third - Journeymen - I'd solve this one by having a generic 6338 Loner Journeyman avaliable to everyone.

F - Mercenaries, not so much a problem as common sense. You can only hire a merc of a type that's still in the collective pool.

5s - Other stuff I've probably not thought of.

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bjorn
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Post by bjorn »

this is close to my system, but you have lots of rules and exemptions, which I imagine are based off the need with your respective group. my system works roughly as follows:

start with a pool of several team sets plus a few extra models, and put in enough that most of the figures will be drafted. We have not gotten down to trimming down exactly what we are going to allow in the league but it will be something like this dependiong on how many players we have:

2 Orc teams= 24 players
2 Human teams =24 Players
1 of each of the old elf teams= 36 players
1 skaven team= 12 players
1 chaos team= 12 players
1 drawf team= 12 players
1 norse team= 12 players
1 lizardman team= 12 players
1 undaed team= 12 players
1 rotter team= 12 players
1 big guy for each team in the draft
a mixture of 8-16 small guys (ie halflings, snotings, and goblins)

we have decided not to add the faction specific undead teams as they are all included in the basic undead set and I think vampires are a little too powerful for a draft league. What teams and players you allow in the draft really sets the stage for how the league will work and some thought should be really put into this. I have no problem with people drafting elven linemen so let them to thier heart's content.

the next step we do is optional and is done as a way of making the draft a more fun and complicated experience: we randomly give some of the players a few free advancements, either as stat increase or as a free skill. the purpose for this is to get people to actually pay attention to what they are drafting and to study the printout of players trying to find a deal in the later rounds of the draft. we change their cost with the stat increase, we also name all of the peices before the draft. this really adds quite a bit of enjoyment to the draft section of the league.

we then figure out the average cost per player and have a predetermined amount of players everyone must draft (usually 16) and multiple what an average team would cost and round it up to the nearest 100k. this is the salery cap. this is the only money involved in the game. every team starts with two rerolls and a fanfactor of 5 and is only adjusted by game play or the pulling of special play cards. all special play cards that just give a team money are ignored and removed from the special play deck. a team value (or the total cost of players and coaches) can never exceed the salery cap. if a player dies, then they are replaced with a rookie version of their piece or the coach can cut this new rookie and pick a piece from the few remaining free players.

we have other rules that smooth out play but I have to get back to grading. what do you guys think of this so far?

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stormmaster1
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Post by stormmaster1 »

I'd consider mixing blockers and catchers. You can have a balanced team with one of each, or go for finesse/power and have all 4 as blockers or all 4 catchers. I'd also make flings/gobbos linemen.

then could have
4 blitzers
4 blockers or catchers
2 runners
1 big guy
16 linemen

If going for lots of mixed races i would suggest only half the amount of any player normally allowed, i.e max 2 orc blitzers, 1 wardancer, 1 bull centaur, 1 troll slayer, 2 wood elf catchers etc.

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TennBoy
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Post by TennBoy »

So maybe I'm thinking to boring and balanced, but what about a single race draft league. Orc or human would be the easiest to do cause of the plastic minis. You could put a salary cap at 2 or 3 million and then draw number for draft position (you would do this for each round to balance things out)

Then you could carry over seasons by taking the players original cost times a multiplier (the older a player gets the more money he wants, and if your using 5.0 his price is going to go up cause of more skill/stat inc.). If the coach doesn't have the money to extend the players contract, the player is released to the draft as a free agent.

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bouncergriim
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Post by bouncergriim »

How about an all elf draft, there are so many darn elf teams. It would make for an interesting season.

"hmm.. Let's see I will take two War dancers, an assasin, and a bunch of High elf linemen."

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