No, whining coaches that don't like their players getting hurt are problematic...mattgslater wrote:But the whole combo, expressed on multiple players, is problematic.

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No, whining coaches that don't like their players getting hurt are problematic...mattgslater wrote:But the whole combo, expressed on multiple players, is problematic.
I agree with all of this. Spiralling expenses was developed in parallel to the bank, which was pulled at the last minute without tweaking Spiralling Expenses to match - so spiralling expenses expected only the first 100k of cash not to count. I know all my cyanide bash teams end up with tons of cash that I generally end up spending on inducements whenever I'm an underdog.dode74 wrote:Well put, Anglakhel. I also think that the break-even point for SE might be a tad high, but I'd rather see the effect of the bank rules first.
PO is the problem, end of. You are right that MB PO doesn't stack very well versus Av9. That is because it is still very unlikley that you are going to break their armour. However MB PO is incredibly powerful against Av7 teams and Av8 teams. Purely because re-rolling injury is just too powerful.mattgslater wrote:Like I said, I don't think ClawMB is the problem, necessarily. And I don't think POMB is the problem. It's ClawPOMB. Vs. AV9, POMB doesn't beat Stand Firm (that is, PO vs AV9 = not so hot). ClawMB without PO is nasty, but it's a nice balance element to keep the Orcs from dominating. But the whole combo, expressed on multiple players, is problematic.DoubleSkulls wrote:I think bash teams without claw need to develop specifically to counter it. Dodge is good in this regard since many Claw teams are light on tackle with the Clawpombers - however that generally means you need a policy of using all your doubles on Dodge to make it worthwhile. Fend is also good, but a lot of those players you really want stand firm for other opponents and it can be difficult to justify them both.
It used to be that being a good BB player was all about positioning, tactical play, and good risk management. In my eyes at least. Now what's required to win is Piling Yawn with no tactical consideration at all. And to me that strips the fun, and the challenge, out of the game.garion wrote:The problem is every team gets destroyed by the combo with little to no tactical/positional play.
Oooh. If the re-roll is a double (not the injury if you used it on AV), you're sent off.Gerard wrote:Piling on to a player on the ground is the same as kicking a player on the ground, you roll doubles on armour or injury after Piling Yawn is used; sent off!
Its been raised many times before. Galak really doesn't like it.mattgslater wrote:Oooh. If the re-roll is a double (not the injury if you used it on AV), you're sent off.Gerard wrote:Piling on to a player on the ground is the same as kicking a player on the ground, you roll doubles on armour or injury after Piling Yawn is used; sent off!
Ooh. Roll before you put your guy down. If you roll a double, you get knocked down. If not, you get placed prone. As always, being placed prone only results in a turnover if a player on the moving team drops the ball, but being knocked down always ends your turn.Steam Ball wrote:Wild idea: if you roll a double... you have to roll Armour (+ Injury, obviously), because you were so daft you landed poorly and maybe hurt yourself too. Maybe even if you pass Armour, you are still Stunned, because the hit was really strong.
At least it would be the source of great memories: ST4 guy dies after jumping on poor halfling that just got knocked down.
Me too.I also think that the break-even point for SE might be a tad high, but I'd rather see the effect of the bank rules first.