BBRC Hot List - 2003

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

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Dangerous Dave
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Post by Dangerous Dave »

Go to agree with DW here.

Whilst JU is not the main choice for catchers and it means you have to move before the catch, that's just the way it is.

JU for Norse Blitzers and Witch Elves before the turn won't make too much difference (unless they are playing catcher).... but

Give a catcher Jump Up before the turn then he can assist while a blitz knocks the marker away for a straight forward TD. It really makes this a passing game and will swing balance a lot.

This swings balance too far to the advantage of the catcher. Remember that if in range the downed player with Jump Up must still be marked - under the current rules, not marking may cause a longer throw and leave a player in the end zone on his own but it can still make a big difference which is often overlooked.

This proposed change will mean that JU goes from under-used to the first choice. I don't support this change (this will be like Piling On in reverse - catcher power instead of Mummy power) - this will be hugely abused IMO in an Elf team.


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Post by Deathwing »

I'm deeply opposed to this. I think it'd simply be too good.
Picture a Jump Up Gutter Runner on the deck within 9 squares with whoever knocked him down marking him. Stand him up, blitz the marker out of the way using the GR as an assist. Get the ball to the GR. Score. A child could do it. It'd make a mockery of defending the pass, which is to Blitz one recieving threat and pick up the others. Why would anybody bother blitzing the JU one?
Again, regardless of the relative value of Jump Up as a trait and how much it's taken, do Wood Elf Catchers and Gutter Runners need any more assistance in scoring? A prone Lion Warrior could Catch the ball and then Blitz out! :o
I really believe this would have huge impact, is way overpowered, and is out of sync: Move Turn Marker. Unstun players. Stand up JU players. Continue. Ugh.
IMO, you're turning it from an underpowered and underused skill into a no-brainer auto choice for any player that could get it.

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Post by Deathwing »

Lol..got distracted halfway though typing that..glad to see I'm not a lone voice in the wilderness! :)

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Sushé Wakka
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Post by Sushé Wakka »

There seems to be a real interest in giving Jump Up a leg up (which I personally think it doesn't need - my Norse Blitzers enjoy it as it stands and my catchers give it a good use... I prefer it rather than NoS). But what about Strong Arm? It is the only trait which is directly worse than a skill of the same category (there was a discussion about that on the General Chat, I'll post the link when I find it).
I'd really like it to be used in conjuntion with Dump off, but since that way seems to be blocked, there may be other ways to give it a leg up (Someone, I can't remember who, posted something about Strong Arm players using the shorter band range instead of the larger when the target square was beetwen two bands).

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Post by DoubleSkulls »

Deathwing wrote:Picture a Jump Up Gutter Runner on the deck within 9 squares with whoever knocked him down marking him. Stand him up, blitz the marker out of the way using the GR as an assist. Get the ball to the GR. Score. A child could do it. It'd make a mockery of defending the pass, which is to Blitz one recieving threat and pick up the others. Why would anybody bother blitzing the JU one?
First of all that Gutter Runner has turned down NoS, Dauntless, Horns or VLL for Jump Up. Each of which is, IMO, just as powerful as the improved JU.

Defending against the JU player is hard - but it ought to be. Foul them. Use more than 1 player. Defend 1 square further back. Use guys Tackle/Diving Tackle. Cut off support. Attack the thrower instead.

Sorry DW there are lots of tactics for countering improved JU - its not a game breaker.

BTW - maybe this discussion should get moved into a new thread.

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Sushé Wakka
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Post by Sushé Wakka »

Well, is it normal that on the "Sweltering Heat" they refer only to TDs scored but not to ended halfs? I guess it should say "at the end of every drive/half", not "after one TD is scored". Am I missing something?

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Post by Zombie »

Sushé Wakka wrote:Well, is it normal that on the "Sweltering Heat" they refer only to TDs scored but not to ended halfs? I guess it should say "at the end of every drive/half", not "after one TD is scored". Am I missing something?
Yes, you're missing something. At half time, the players are relaxing in the dug out, not suffering from swealtering heat. There's no reason for them to roll.

The thing that's wrong in the rules is that if the half ends with a TD, there's still no reason to roll as players have ample time to cool down. But by the letter of the rule, you'd still have to roll.

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Post by ZanzerTem »

I don't know if this has been mentioned or not, but can you add something about clearing up the freebooting Thrud thing? My league is dead set on Thrud costing 25k because there is nothing in the LRB or anywhere else (from GW) stating that it should be different. I know that your site references it, but no one considers it or a TBB ruling an "official" ruling.

I have tried arguing it but no avail. Can this be cleared up?

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Post by Casper »

Someone mentioned a review of the Handicap Table. Here is a revisited Handicap Table we will use in our next season http://www.arosbb.dk/abbl-handicap-sheet.pdf - I might inspire BBRC?

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Post by wesleytj »

i know it was discussed a while back, but i don't remember seeing it on any of the lists here...can we mention to them to review that "must catch bouncing ball" bit. Most of the people here seemed to think it was a dumb rule, and nobody was really able to give a good reasonable defense for it.

when combined with the new handoff rules, it can really be a major strategy killer...takes a lot of fun and fluidity out of the game.

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Post by Darkson »

yeah, I'd agree with that one. Killed me in the BB tourney, when a linerat caught the kick off on the LOS. :pissed:

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Post by bj0rn »

add vampires to the big guys list again!

bj0rn - ...

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Post by Redfang »

Why? They're not big and some of them aren't even guys... :D

I don't think Vampires belong on the Big Guy list at all.

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Post by Skummy »

From a fluff perspective I don't see Vamps training very well, but that should be addressed by giving them a very high RR cost. I think bj0rn wants to put them there again becasue of the 4's in strength and agility. It's a little worrying from the point of game balance, but hopefully COFAB addresses this without having to further handicap the Vamps.

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Is there any hope for a better solution to overtime?

Post by Snarlton Heston »

I hate an overtime game ending in a tie being decided with dice off! YUCK!

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