Wanted to toss out the question of running leagues which includes both veteran teams with upgraded players along with brand new rookie teams. What our league finally decided upon was that teams would be re-created with 1,250K of gold to spend. Some veteran teams would have to cut back on some of their roster players but were given some room to keep their stars. The cut players could be re-purchased for face value once sufficient gold was acquired.
What does everyone think of this method? Would either side be in the advantage? Would certain races get an advantage in the extra 250k to spend on a rookie team? Any other preferred way to introduce a rookie team into the mix?
(re)-Starting a league with veteran and rookie teams
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- Digger Goreman
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Re: (re)-Starting a league with veteran and rookie teams
Actually sounds pretty good... compromises everywhere with the opportunity to regain the losses.... Might be the best of all worlds.... Having said that, skills rule this game and I'd still expect the old hats to run the roost....napking wrote:Wanted to toss out the question of running leagues which includes both veteran teams with upgraded players along with brand new rookie teams. What our league finally decided upon was that teams would be re-created with 1,250K of gold to spend. Some veteran teams would have to cut back on some of their roster players but were given some room to keep their stars. The cut players could be re-purchased for face value once sufficient gold was acquired.
What does everyone think of this method? Would either side be in the advantage? Would certain races get an advantage in the extra 250k to spend on a rookie team? Any other preferred way to introduce a rookie team into the mix?
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- Leipziger
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Depends how you are running things. We have a Vets league that runs alongside our Premier League (fixed schedule, all teams start TV100). For the Vets league, the following are eligible:
- Brand new teams
- Teams from the previuos season's Premier league
- Teams from the previous Vet's league (or Hall of Fame)
Each coach can have up to 3 teams and there is no set schedule, you play when you want. This system has worked very well indeed, so far (we have just started season III).
Re:the system you proposed, it is not a bad system, but (as Digger pointed out) the old hats will win out as they already have the skills. Your other option is to let the new coaches spend the extra 250k on skills (but with a limit of X skills on 1 player to avoid all the cash going on one superstar).
- Brand new teams
- Teams from the previuos season's Premier league
- Teams from the previous Vet's league (or Hall of Fame)
Each coach can have up to 3 teams and there is no set schedule, you play when you want. This system has worked very well indeed, so far (we have just started season III).
Re:the system you proposed, it is not a bad system, but (as Digger pointed out) the old hats will win out as they already have the skills. Your other option is to let the new coaches spend the extra 250k on skills (but with a limit of X skills on 1 player to avoid all the cash going on one superstar).
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Yeah, we tossed that around a bit but settled on the mantra of 'experience must be earned, not bought' as we don't encourage star players either.Leipziger wrote: Your other option is to let the new coaches spend the extra 250k on skills (but with a limit of X skills on 1 player to avoid all the cash going on one superstar).
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- mattgslater
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We do something very similar, but we let people build up teams in a semi-open "preseason" before picking up players. We also have a "waiver wire" and a system of "tags," so players played in earlier seasons or the preseason can be picked up by others playing the team race at a small premium, and coaches can protect their best best players from other coaches. If you're interested, I'll PM you the rules: too long to post (a few pages).
Basically, before the season starts, any team can play up to 3-4 games with a rookie team. Then everyone resets and buys as many of their old players back as they want/can afford, and cuts the rest. We have a rule that you can only take guys with 6+ SPP and pay full TV add, except for one or two guys who can either have 5 or fewer points (no extra cost) or limit added cost to 50k in lieu of TV add.
Once the season's begun, players who have been cut can be hired out of Treasury, but only if the team pays 20k plus 10k per improvement as a "signing bonus". We also have a "no skilled Mercs" rule (and 0-1 Stars) but let teams induce players off the Waiver Wire as Mercs, at TV add plus signing bonus plus the 30k for being a Merc (which means one normal skill is 50k on top of the cost+30k for a Merc).
Mercs earn SPP and can be hired after the match. If a Merc isn't hired he goes back to the Waiver Wire if he has 6 or more career SPP (if he improves, you may make the roll before deciding whether to hire him). If he improves but isn't hired, don't pick an improvement: he goes to the Waiver Wire with the note [Skill] and +20k TV add. The next team to hire or induce the player chooses a normal skill for the player (regardless of any improvement roll results). This is the player's permanent selection. So if you induce a Lineman, improve him, and roll doubles, you could hire him and give him any skill of choice. If you don't hire him, he goes to the Waiver Wire with the note [Skill]. If you induce or hire him later, you can pick the skill, but only a normal skill, not a double.
Basically, before the season starts, any team can play up to 3-4 games with a rookie team. Then everyone resets and buys as many of their old players back as they want/can afford, and cuts the rest. We have a rule that you can only take guys with 6+ SPP and pay full TV add, except for one or two guys who can either have 5 or fewer points (no extra cost) or limit added cost to 50k in lieu of TV add.
Once the season's begun, players who have been cut can be hired out of Treasury, but only if the team pays 20k plus 10k per improvement as a "signing bonus". We also have a "no skilled Mercs" rule (and 0-1 Stars) but let teams induce players off the Waiver Wire as Mercs, at TV add plus signing bonus plus the 30k for being a Merc (which means one normal skill is 50k on top of the cost+30k for a Merc).
Mercs earn SPP and can be hired after the match. If a Merc isn't hired he goes back to the Waiver Wire if he has 6 or more career SPP (if he improves, you may make the roll before deciding whether to hire him). If he improves but isn't hired, don't pick an improvement: he goes to the Waiver Wire with the note [Skill] and +20k TV add. The next team to hire or induce the player chooses a normal skill for the player (regardless of any improvement roll results). This is the player's permanent selection. So if you induce a Lineman, improve him, and roll doubles, you could hire him and give him any skill of choice. If you don't hire him, he goes to the Waiver Wire with the note [Skill]. If you induce or hire him later, you can pick the skill, but only a normal skill, not a double.
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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.