Goblins and differences...

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Electric Wizard
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Goblins and differences...

Post by Electric Wizard »

... between LRB4 and 5.

To be more precise: it's about earnings.

I had a lot of freetime on my hands the last two weeks and I mostly spent it with playing Goblins and Halflings on FUMBBL.

It... was... great... fun! Seriously, that was awesome. It's great when even a lost game feels like some good spent time.

So I started to think about if I'd maybe should play one of these two teams in the next saison.

As we're playing with LRB5 I soon thought about the earnings. I have FF9 on FUMBBL and was able to earn 110k in one match from time to time. But I won't ever earn that much money with LRB5.

That's what I'm curious about, does it work well with such little income? I mean, no big deal to replace a dead goblin and buy alot of players to reach the 13 goblins I wanted on my roster. But this won't work with LRB5 - atleast I think so.

Sure, I don't have to spent money for a chainsaw all the time as it's a normal player position. But well, that's not changing that much I think (Also let's see how long the chainsaw will survive on the pitch... :wink: and I'm also very lucking at getting my trolls killed in the first or second match :o ).

How did you guys handle the losses? Did it work well or did you have to use a lot... ... (I'm just missing the word right now, you know, those linemen which are loner and only are there to give you 11 guys on your roster)?

Greetings,
Wizard!

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Re: Goblins and differences...

Post by DoubleSkulls »

The massive difference for goblins is that inducements are much better at balancing games than handicaps are in LRB4. So keeping an "even" TV with your opponents is less of a problem.

In LBB6 stunty turnover got reduced by making a 9 on the injury table just a badly hurt, reducing deaths & retirement injuries fairly substantially.

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Ian 'Double Skulls' Williams
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Re: Goblins and differences...

Post by Pagan »

Yeah the 9 Stunty auto Badly Hurt was a nice change to lessen the impact in the long term.

Since I never played LRB1-4, and I don't remember what Goblins did if anything in 2nd Edition, I'm have no comparison to what they had before. With that, I haven't seen much problems with income impacting the team. I haven't lost any Trolls yet, but that would take a few games to recover from if my treasury was empty. But that is true of any team with expensive positions, and is a great thing. I've tossed a few players with bad injuries(usually -AG, which always gets rolled on my Diving Catchers) without much impact on the team.

Still waiting for the Bombardier to blow himself up, probably will replace him with a normal gobbo since he just doesn't seem to have much of an impact to warrant a Bribe better used on the Fanatic/Looney. Although using him as artillery strikes with my other HMP gobbo is amusing.

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Electric Wizard
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Re: Goblins and differences...

Post by Electric Wizard »

Ah, totally forget about LRB6. We'll be using it probably too next saison. Hum, that way it looks a little better - atleast on the paper. Uhm... it will change something.

I think I'll probably go for

2 trolls,
11 goblins,
chainsaw,
4 rerolls,
40k leftover (To make sure to get an apothecary after the first match)

What do you think?

Greetings,
Wizard!

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Re: Goblins and differences...

Post by Grumbledook »

sign up at www.stuntyleeg.com it is like fumbbl but uses the new rules

so you can try them out

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