house rules from blood-bowl.net
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house rules from blood-bowl.net
hi everyone,
do you use all or some of the skills proposed on blood-bowl.net?
or are some just too crappy or unbalanced?
I have restarted playing BB some months ago (sfter some two year's break) and I have introduced these skills too my friends I play with.
currently, my orc thrower has got perfect spiral (which works exceptionally fine in an orc team) and my blitzer has got double-blitz (which is a weak frenzy and a bad choice as I have noticed later on)
I think that skills like juggernaut or pitch player aren't yet well thought out.
does anyone of you use them?
c
do you use all or some of the skills proposed on blood-bowl.net?
or are some just too crappy or unbalanced?
I have restarted playing BB some months ago (sfter some two year's break) and I have introduced these skills too my friends I play with.
currently, my orc thrower has got perfect spiral (which works exceptionally fine in an orc team) and my blitzer has got double-blitz (which is a weak frenzy and a bad choice as I have noticed later on)
I think that skills like juggernaut or pitch player aren't yet well thought out.
does anyone of you use them?
c
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- GalakStarscraper
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Re: house rules from blood-bowl.net
We use them allcampaigner wrote:hi everyone,
do you use all or some of the skills proposed on blood-bowl.net?

We haven't found any unbalanced ... a couple are pretty specialized ... but none have been found unbalanced to date.or are some just too crappy or unbalanced?
Guess I need more to go on than that ... as we haven't found either skill a problem at all.I think that skills like juggernaut or pitch player aren't yet well thought out. does anyone of you use them?
My take on the new skills that don't relate to kicking:
http://www.midgardbb.com/Skills.html
Double Dauntless (GEN trait): An interesting skill if you take it. I've had a lot of fun reports from Halfing teams using the Hairyfoot ST 2 with Double Dauntless that say the skill is a lot of fun. Its a tough call as to giving this skill to a player on doubles though. So this skill falls in the category of good skill if you are ST 2 or 1 and have it or can get ... dubious value if you are ST 3.
Trip Up (GEN skill): A skill that I've found has definite uses on the right player. This is a combo skill. Mix it with Diving Tackle, Leap, or Piling On and its a very good 2nd skill choice for those players. My Leap/Trip Up Blitzer player has caused many a cage to stumble.
Jam (AG trait): This is Wes's return of old school Diving Tackle. Its one of the more powerful new skill allowed. However, folks like Sean Newboy have said its not worth the doubles roll ... so it all depends on your viewpoint.
Bullet Throw (PASS skill): A fun skill ... not really broken or junk. Mainly a skill for a very different type of game of BB.
Perfect Spiral (PASS trait): Its a doubles roll for a passer. Its a good skill but it only kicks in if the pass was accurate. Which means that skills like Pass, Accurate, and even Strong Arm may all be more valuable in the end.
Bear Hug (ST Trait): A blocking skill that can only be used if your opponent is already next to you, but its a no risk block. This is a decent ST trait because of the no risk block component especially on a player that mans the line like a Troll or Ogre who cannot use rerolls.
Double Blitz (ST Trait): Depending on who you ask ... this is either a weaker or stronger Frenzy. Weaker: You have to blitz to use it. Stronger: You always get the 2nd block (even on a Pow/Skull result), you get a 2nd block against players with skills like Foul Appearance as the 2nd block is not dependent on the results of the first, and you don't have to throw the 2nd block if it would not be to your advantage. Most folks I have talked to say its a better version of Frenzy for those reasons. Let's just says its a different version of Frenzy and as such its still a trait.
Juggernaut (ST skill): A good skill for blitzer. A skill that ignores Block and Stand Firm on moving blitzes. Definitely not broken in the same way that Horns isn't broken. But a solid skill none the less.
Pitch Player (ST skill): Like Bullet Throw, a skill meant as a fun skill. The ability to grab an opposing player and wing him through the air is great fun. My Treeman with 2 assists gets to use the skill on a 2+ ... much, much fun.
Push (ST skill): One of the better new skills. Broken .... naaahh. But definitely not a lightweight skill ... returns the old Bulldozer/Frenzy play to BB.
Mace Tail (Phy): Again a good skill for your average Skaven/Chaos player as it allows a no-risk for turnover block.
Null Field (Phy): Want to keep a very valuable player from going splat ... a interesting way to protect him. Especially if he's a player prone to being fouled.
Weather Immunity (Phy): Okay I'll admit no one is going to take this skill on a doubles roll. Which is why I'll probably remove it when Season 4 starts of the MBBL2.
Wings (Phy): A nice skill for blitzers. Used effectively by several teams in the MBBL2.
That's my rundown ... if you disagree with any I'd be interested to hear your thoughts.
Galak
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about pitch player: I know BB is about the fun and - honestly - I have smiled at the idea of your troll eating your opponents gutter runner, but why wouldn't you just throw your opponent into the crowd? yeah, I know, I'm killing all the fun here...
bullet throw: well, my second thrower on my orc team has it... has killed one minotaur so far
but I think the wording of it was a bit unclear, whether it counts as a pass action or if it gives points for CAS... unless of course there was a rewording and I haven't checked it yet
perfect spiral: since my thrower always takes two rounds to pick up the ball, but almost never misses a pass, it's a real bumper for my orcs, since only one of them (my gob) has got catch or access to it.
peace
c
bullet throw: well, my second thrower on my orc team has it... has killed one minotaur so far


perfect spiral: since my thrower always takes two rounds to pick up the ball, but almost never misses a pass, it's a real bumper for my orcs, since only one of them (my gob) has got catch or access to it.
peace
c
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The skill used to allow that ... however it became a lot simpler to just say that the skill allowed the player to use TTM on an opponent (as those rules are already covered in the rulebook). If you want to modify the skill and say that the crowd is a legitimate target square when using Pitch Player that's fine.campaigner wrote:about pitch player: I know BB is about the fun and - honestly - I have smiled at the idea of your troll eating your opponents gutter runner, but why wouldn't you just throw your opponent into the crowd? yeah, I know, I'm killing all the fun here...
I checked the website:bullet throw: well, my second thrower on my orc team has it... has killed one minotaur so farbut I think the wording of it was a bit unclear, whether it counts as a pass action or if it gives points for CAS... unless of course there was a rewording and I haven't checked it yet
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Use of this skill does count as the team's pass action for this turn and you do get SPPs for opponents who suffer casualties from use of this skill.
Understood ... but like I said on the surface its a skill that you are counting on the pass being accurate in order to work. So no one I've talked to has really seen the problem with the skill ... especially linked to a doubles roll.perfect spiral: since my thrower always takes two rounds to pick up the ball, but almost never misses a pass, it's a real bumper for my orcs, since only one of them (my gob) has got catch or access to it.
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I've got Jam on a Wardancer on my MBBL2 team (The Deepwood Falcons).
It's great with the AG 4. I can put him the backfield and with a normal 3 ST, 3 AG player there's only a 50% chance he can even through the block. It's help several times when he's leapt into the back field, knocked the ball loose and picked it up. The opponent runs up and gets Jammed and can't even try to block him.
It's very helpful now that he's gotten -1 AV. That 6 AV is scary. However, he did also get a +1 ST which also helps to keep him alive.
It's great with the AG 4. I can put him the backfield and with a normal 3 ST, 3 AG player there's only a 50% chance he can even through the block. It's help several times when he's leapt into the back field, knocked the ball loose and picked it up. The opponent runs up and gets Jammed and can't even try to block him.
It's very helpful now that he's gotten -1 AV. That 6 AV is scary. However, he did also get a +1 ST which also helps to keep him alive.
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Jay
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