Hex board

Got a great idea and/or proposal for BloodBowl?

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DoubleSkulls
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Post by DoubleSkulls »

There was actually another side effect of the original way. It would have been impossible to push people out of bounds without having a 3rd player involved.

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Ian 'Double Skulls' Williams
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Post by Dark Lord (retired) »

Good call.

I knew you were on the BBRC for a reason. :wink:

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Post by Dark Lord (retired) »

I wonder how hard Galak would laugh if I asked him to program the PBeM tool to use this! :lol: :lol:

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Mirascael
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Post by Mirascael »

Dark Lord wrote:Taking Ian's advice I redid the board. I agree that this way will cause less disruption to the rules. With the line of scrimmage and all that.

Image

Like I said before, anyone who wants this PM me your addy and I'll send out a group message this weekend.
I like it, but you might want to remove the endzone hexes in the lower left and upper right corner.

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Mordredd
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Post by Mordredd »

You could use different shades of green to mark out which hexes are in the sidelines and endzones (make out of bounds black) allowing you to straighten the white lines. It would look more like a normal pitch then.

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Post by juck101 »

yep seen it today - not as pretty as Munkey himself but very good ;)

Cant wait to try it and see what happens. Had a mad conversation about this last week - could clean up issues with the range ruller which has always been a pants system. 1st Ed game with distance count between points was far better than the 3.2 square ruller!

Yeah not sure where this is going but sure will get a game in on it soon.

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Post by Dark Lord (retired) »

This is the last version for awhile...unless I can find a better pic of the turn counter areas.

Image

Again, if you want the full size version PM me your email address.

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DoubleSkulls
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Post by DoubleSkulls »

Thanks for that. I've just got Kinkos to print one for me and it looks great. I hope I can give it a test drive this weekend.

:D

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Post by Levinas »

@DL - That look's great, can I please have a copy? :D (just pm'd you but it won't send... )

wake at giointernet dot co dot uk

cheers..

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Post by plasmoid »

This looks like a lot of fun :D
Don't know if I'll ever get around to trying it, but anyone who does should definitely post their feedback here.
Good job.
Martin

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Post by plasmoid »

Several neat extras about a hex map:

It makes defense against OTS easier.
It eliminates the need for a range-ruler.
It eliminates the need for the D8 (scatter).

Wow - it could be really fun to try out.
Cheers
Martin

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Mordredd
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Post by Mordredd »

plasmoid wrote:It eliminates the need for a range-ruler.
Does it? You still need to see who is eligible for intercepts. And is 3 hexes down and one to the right the same distance 'as the ball flies' as 4 squares down?

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Post by plasmoid »

Hi Mordredd,
I think counting squares would be close enough.
But you're right - that wouldn't handle interceptions.

Cheers
Martin

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absent1
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Post by absent1 »

i wonder how mordheim would work on hexes? terrain would be a little messy, but would it be do-able?

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Post by Azurus »

absent1 wrote:i wonder how mordheim would work on hexes? terrain would be a little messy, but would it be do-able?
Interesting idea. I've always thought Mordheim felt a little bit scruffy and vague, maybe hex movement would clear that feeling up a bit.

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