Piling on, Idea

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Is piling on too powerful?

Yes
17
40%
No
14
33%
Just when mummies use it against me.
12
28%
 
Total votes: 43

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Sushé Wakka
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Post by Sushé Wakka »

[quote="stone"][quote="Vitalis"]I really like the Piling On skill as it is.

If the general consensus is, the skill has to much damage potential, then how about changing the skill from being skill to [b][i]trait[/i][/b]?

This would also make killer combos á la frenzy, jump up, block, piling on much more unlikely.[/quote]
Hi!

These killer combos, although nice, are veeery hard to come by. To get Jump Up, the player has to have access to agility skills and throw a double (agility trait), then he would have to throw another doubles to get PO (not a single player has access to both agility and strength skills), another double to get frenzy (general trait) and still he hasn't got that block yet. Yes, norse blitzers are the exeption to this, as they have those other skills/traits exept for PO. So you would have to be an elf or a catcher of somekind to be able to even *try* to aquire this combo.

Anyways, we have houseruled PO so that you have to declare to use it *before* you throw dice for armour. If that is not enough, you could rule that PO needs to be declared even before blocking the opponent and that the PO-player goes down even if the block resulted in a push back.[/quote]

Well, the combo listed can be chosen by Norse Blitzers on their first Star Player Roll because Norse blitzers start with Frenzy, Block, and Jump up, and have access to Strengh skills. However, as it was discussed in the Games Workshop Blood Bowl forum, turning Piling On into a trait will not prevent the "problematic players" (read mummies) from get them.

Reason: ''
Sushé, the elfhater
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Sushé Wakka
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Post by Sushé Wakka »

[quote="stone"][quote="Vitalis"]I really like the Piling On skill as it is.

If the general consensus is, the skill has to much damage potential, then how about changing the skill from being skill to [b][i]trait[/i][/b]?

This would also make killer combos á la frenzy, jump up, block, piling on much more unlikely.[/quote]
Hi!

These killer combos, although nice, are veeery hard to come by. To get Jump Up, the player has to have access to agility skills and throw a double (agility trait), then he would have to throw another doubles to get PO (not a single player has access to both agility and strength skills), another double to get frenzy (general trait) and still he hasn't got that block yet. Yes, norse blitzers are the exeption to this, as they have those other skills/traits exept for PO. So you would have to be an elf or a catcher of somekind to be able to even *try* to aquire this combo.

Anyways, we have houseruled PO so that you have to declare to use it *before* you throw dice for armour. If that is not enough, you could rule that PO needs to be declared even before blocking the opponent and that the PO-player goes down even if the block resulted in a push back.[/quote]

Well, the combo listed can be chosen by Norse Blitzers on their first Star Player Roll because Norse blitzers start with Frenzy, Block, and Jump up, and have access to Strengh skills. However, as it was discussed in the Games Workshop Blood Bowl forum, turning Piling On into a trait will not prevent the "problematic players" (read mummies) from get them.

Reason: ''
Sushé, the elfhater
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Grumbledook
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Post by Grumbledook »

The only players that can get jump up and piling on are only st3, so its not really a big deal for them, you still get a chance to foul them while they are on the floor

The simple answer is to revert it like it was and declair the use of piling on before the armour roll.

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dakkakhan
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Post by dakkakhan »

1. The Vampire Team, as it stands right now, has access to Strength and Agility skills on all of the Vampire models. :o

2. Change Piling-On back to declare use before if it's too powerful, (personally I don't think it is, but we play declare first so maybe that's why).

3. :?: Another suggestion to tone it down, place the player Piling-on face down in his square. Now a Khemri team won't pile-on with 4 Mummies unless it wants to play the next two turns without them. I simply don't like the idea of limiting the coaches choices, but you can make it disadvantageous for him to make certain decisions...

[Note: Stay away from this team during turn 8 of either half!] :smoking:

Reason: ''
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