Rugby Union Team

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DoubleSkulls
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Rugby Union Team

Post by DoubleSkulls »

Ok, this is following on from the rugbish thread...

The idea is to have a BB team that feels like a rubgy union team. So the forwards can run in an back heel the ball out of the ruck and the backs can pass it around with lots of dump off.

I think I've generally overpriced the players (don't want them too cheap).

0-6 Forwards 5 3 3 9 Block, Back Heel 80k Gen & St
0-4 Back Row 7 3 3 8 Tackle, Back Heel 90k Gen & St
0-2 Scrum Half 6 3 3 8 S Hands, Dump Off 60k Gen & Pass
0-6 Backs 7 3 3 7 Catch, Dump Off 90k Gen & Ag

0-2 Fly Half 6 3 3 8 Kick, Dump Off Gen & Kick

Rerolls 60k

Back Heel racial characteristic
Players with this skill cannont pickup the ball when its in a TZ. Instead they "back heel" the ball on the ground. When back heeling move the player onto the ball and roll a D6 to determine where the ball goes. It will be one of the squares as shown in the diagrams below. If the ball goes to a square containing another player from either team the ball may not be caught and automatically scatters as normal.

Straight on

Code: Select all

.. XX ..
12 34 56
From the corner

Code: Select all

.. XX 56
.. 12 34
XX is the square containing the ball
12 where the ball goes on a 1-2
34 where the ball goes on a 3-4 and where the player came from
56 where the ball goes on a 5-6

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Post by McDeth »

Can the Back heel ability also apply to prone players as well as the ball.

Ugh i shudder to think of the mess the unfortunate would be in after being rucked through an 8 man pack.

Sort of like a dirty player without the foul :wink:

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Post by Marcus »

Right, I reckon we could make a full Rugby Conversion out of this.

Forwards all get back heel. I like the block/tackle bit for 1st/2nd row

I reckon you'd have to go kicking rules so scrum/fly halves just get kick/dump off (gn,kick)

Backs just with dump off (gn, ag)

No forward passes (hence kicking rules)

Possibly add elves/dwarves with similar stats.

Fancy a test game Ian?

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Post by DoubleSkulls »

I quite like that idea.

Maybe

Back Heel

In addition player's with the Back Heel skill can make a special type of foul, a "Stomp". Move the fouling player to the square containing the victim, scatter them as if they were the ball. Then make the foul as normal adding the Strength of the player as a modifier to Av (so a +3/+0 DP with scatter) but no assists may apply for either side.

Ian

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Post by McDeth »

ianwilliams wrote:I quite like that idea.

Maybe

Back Heel

In addition player's with the Back Heel skill can make a special type of foul, a "Stomp". Move the fouling player to the square containing the victim, scatter them as if they were the ball. Then make the foul as normal adding the Strength of the player as a modifier to Av (so a +3/+0 DP with scatter) but no assists may apply for either side.

Ian
Ouch :P

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Post by Mestari »

Back Heel seems like a great skill idea, IMO.

I think it should not be a racial characteristic, however.
A general trait perhaps?

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Post by DoubleSkulls »

The point of it being a racial characteristic is to stop anyone else picking it up 0 i.e. its a rugby team only skill.

If you wanted to use it then I'd think a General Trait was about right.

I was also considering increasing the randomness of the spread to make it less of a sure thing, so the template would look like.

Code: Select all

1.XX.6
2.34.5
or

Code: Select all

.....6
..XX.5
1.2.34
Alternatively an AG roll can to be made too - TZ's have no effect -otherwise the ball scatters as normal.

Ian

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Post by Icedman »

ian,

LOVE the team idea as its looking :D Having played Rugby League (gotta remember, i'm an ozzie) for quite a number of my formative years was kinda what drew me in to BB. I think Marcus had a couple good ideas (namely, the Backs just havin DOff; or maybe just Catch). The only prob I kinda have; they're just a tad expensive aren't they :o

Another alternative, keeping kinda with Mestari's idea (and my experience; yeah, yeah, i know i never played union, but league's CLOSE), is maybe give the Second Rowers Ag access instead of St?

Also, i'm guessing that Back Heel would act kinda like a "normal" foul ie: only 1 per team turn, IGMEOY roll, end turn if sent, etc, etc. If it didn't, that'd just be HIDEOUS!!!

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Post by Darkson »

I think the Back heell foul should be limited to once-a-turn but not IGMEOY as anyone who's watched rugby (Union or Keague) can tell you it's got away with a lot.

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Post by Icedman »

Good point Darkson, hadn't thought of that (its been a LONG time since i played League). But I did have another thought... What if the Backs kept DOff and Catch, but only had access to Gen skills? Combine that with the second row getting Ag instead of St; makes sure that you don't have nearly an entire field with MBlow, and keeps the amount of Ag skills a bit lower, but still gives the Backs the skills they "need" (EVERYONE needs Dodge :) )

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Re: Rugby Union Team

Post by Joemanji »

Sorry to bring this one up again, but Thadrin mentioned it in the Pro Dwarf thread, and it caught my attention.

I'm thinking that "Ruck" would be a better name than "Back Heel" which is, after all, more of a football term. 0-5, 0-3, 0-2 and 0-6 would be better for the quantities. Team selection should be totally inflexible, like rugby. 0-6 backs so that the team can have the full 16-man squad. They should have to use Chet's kicking rules too. Don't like the foul version of "back heel" at all. Still think that Forwards should have Stand Firm and be AG 2.

So:

Code: Select all

0-5 Forwards   80k 5 3 2 9 Block, Ruck {GS}
0-3 Locks      90k 7 3 3 8 Tackle, Ruck {GS}
0-1 Scrum Half 60k 6 3 3 8 Sure Hands, Dump-Off {GK}
0-1 Fly Half   70k 6 3 3 8 Kick, Dump-Off {GK}
0-6 Backs      80k 7 3 3 7 Catch, Dump-Off {GA}

Re-rolls 60k
The scrum-half has kicking access since they are always the reserve kicker in rugby, and the rules are so important to the team. Not too powerful, since it would take longer for him to progress in this way.

Also, the lock "quick and strong" player, in my mind, wouldn't have Ruck. When the rugby team does its rolling-maul thing, the forwards do back-heel the ball, but the players behind them (i.e. - the locks) hold onto the ball. The team then either pushed for the line with the ball-carrier protected in the maul, or the ball-carrier peels off the maul and makes a break for it. This second option isn't possible, since the locks aren't allowed to pick up the ball. Something to consider.

Come to think of it, Block is a better choice than Stand Firm for the forwards. SF would be the obvious first skill. I've charged 2 points for Ruck and 1 for Dump-Off when costing. I would take Ruck off the Locks and keep them at 90k (they are heavily discounted as-is)

If not using the kicking rules (they might get RR-nerfed), the team would have to have 0-2 scrum-halfs and no fly-half. Probably just call them half-backs in that case.

Oh, perhaps my first comment should have been - I love this team! :D

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Re: Rugby Union Team

Post by Joemanji »

Putting together a starting TR 100 is very hard with the rosters above - all positions is expensive! :roll: So I would be tempted to drop the Locks to MV 6. After all, they area bit faster than Forwards, but not as fast as Backs. Mv 6 reflets this nicely. Getting rid of Ruck too gives:

Code: Select all

0-5 Forwards   80k 5 3 2 9 Block, Ruck {GS}
0-3 Locks      70k 6 3 3 8 Tackle {GS}
0-1 Scrum Half 60k 6 3 3 8 Sure Hands, Dump-Off {GK}
0-1 Fly Half   70k 6 3 3 8 Kick, Dump-Off {GK}
0-6 Backs      80k 7 3 3 7 Catch, Dump-Off {GA}

Re-rolls 60k
Maybe the Locks could even be 60k?

Also, if kicking gets nerfed, rather than drop the Fly Half, you could chance Kick to NoS. The player's primary role is as a playmaker from hand as well as foot, after all.

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