The only way is six-X, for those UK trash-TV viewersDinoTitanedition wrote: @sann0638Best one so farSix-X, would be my guess.Say it fast enough...

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The only way is six-X, for those UK trash-TV viewersDinoTitanedition wrote: @sann0638Best one so farSix-X, would be my guess.Say it fast enough...
Just wanted to comment on this. This somehow implies that the cage-tactic is superior, and the bash teams somehow are superior in a league setting. Sure, they will lose less players, but in no way win more matches.DinoTitanedition wrote: but after the first run I already realised, that the players, even with well skilled teams, rather play it safe relying on nothing else but the usual cage tactic.
Again, a long explanaition to clarify the meaning - this onedimensional gaming with a very conservative playstyle quickly lead to at least some of the league memers rethinking their playstyle.
The cage IS superior. The difference between elf teams and bashier teams is simply, that a bash team tries to move the cage forward, as elf teams have the luxury wether to easyly form another cage at a different sport, or keep one or two receivers downfield and use the cage only for preperation to break out and hand over/pass the ball to a different player. Due to high movement a TD can rarely be prevailed (speaking of fresh teams, with increasing skills the balance changes, but I have explained the disadvantages of teams loosing being caught in a downward spiral in the same post you read).the cage-tactic is superior
I already replied to this:Also as has been pointed out: Teams for fun and crazy play have been designed for exactly that purpose. Goblins is the perfect example.
@straumeI actually own and play more fun teams than "winning" teams, and I ususally don`t play them in a maximized constellation. My undead team for example was built, because I had parts left. So I had no special constellation in mind, when I did those. I do play ogres and goblins also and want to add an underworld team as well.
And to that too:What lunchmoney said. TT league-BB is for mates to meet up for a beer and a good time. If you are not having a good time, either the game or the crowd is wrong for you. There is no shame in this, this is how life works.
It is a luxury having a permanently running league of Blood Bowl, but in my area most of the people play a whole bunch of games, which all seem to be more interesting to them than BB. I am rather happy that, after moving from one city to another, I`ve found an ongoing league, but other than from the game I don`t know these folks.That`s absolutely possible, but it`s not like I have much of a choice if I want to play the boardgameversion of the game. In Germany there isn`t as many players as in the UK and if there is, somehow everyone tries do his own thing. Don`t know if that`s a german habit, but I`m not denying it either
No range ruler for pass lengh calculation / interception.straume wrote:@Dino.
I figured I should reread your initial post. You write:
"the core rules are pretty much perfect in my opinion, but past page 15[...] a lot of work has to be done to make this game better for a wider community "
My question is this: Which changes would you like to see?
And assuming the core rules are perfect, how would in your opinion any changes better the issue of win vs fun-orientation?
I'd argue for: "Sextuple-X".sann0638 wrote:The only way is six-X, for those UK trash-TV viewersDinoTitanedition wrote: @sann0638Best one so farSix-X, would be my guess.Say it fast enough...
Yes, FUMBBL has an ape team called Simyin, but it's not allowed in the two main divisions.DinoTitanedition wrote:
Doesn`t it also have the apeteam? I read the roster and gotta say I do not like it, but that is because of the teamdescription. I merely describes the function of players and isn`t a real backgroundstory. To me it seems strongly ruleoriented and is lacking a little creativity. After all, even though originating as a board game, this game has it`s roots in a company`s philosophy of combining modelling, painting and playing aspects. At least in the days, when this game was found.
Slann, Chaos Pact and Underworld are official for BBRC (the guys who made the current CRP ruleset for BB) and for Jervis Johnson himself, while they are not official for GW only because they lacked a proper miniatures range.DinoTitanedition wrote: Cyanide works with a license, so as long as GW doesn`t say "no" it is official from my point of view, which makes Slann, Chaospact and Apes inofficial teams.
Well for one, the "Extra ReRoll"-results on the kick-off table ned to be replaced with something else. I have seen it pretty much too often now, that it is the last turn, you`ve got a RR left and get an extra one. What for? The same issue makes cheerleaders and assistant coaches obsolete. Yes, it CAN have an effect, but most of the time it doesn`t really, at least not for veteran players.My question is this: Which changes would you like to see?
How cool is that!?My assumption is that Bugmans brewery is a rip of Batemans Brewery, my old local in Lincolnshire. Batemans have a XB and a XXXB (triple-XB), so the assumption I've always made is that it was a rip of the Batemans brews and their multiple X's and hence should be Sextuple-X (or Hexatuple-X maybe?)
All by design. The Underdog, by design, is meant to have an approx 1/3 chance of winning a game, and all the data that has come back supports that figure, so why make them cheaper. If anything, the data shows that inducements are to affective at high levels.Kaiowas wrote:your FF idea has some merit, underdogs dont get that much help and inducements are overpriced compared to having a player with the same ability (eg mercs or even stars) so either cheapen some of the inducements or make the FF give a bigger bump making the higher inducements more affordable.
I get that (millstone bit), and obviously under dog shouldnt be on a par but I suppose the game in league leans more and more heavily to the team who win big and stay uninjured early as opposed to a team who joins late or lost a few players in the early running. A loss is ok, a loss with minimal spp and next to no cash to replace any dead/injured is a step backwards.Darkson wrote:All by design. The Underdog, by design, is meant to have an approx 1/3 chance of winning a game, and all the data that has come back supports that figure, so why make them cheaper. If anything, the data shows that inducements are to affective at high levels.Kaiowas wrote:your FF idea has some merit, underdogs dont get that much help and inducements are overpriced compared to having a player with the same ability (eg mercs or even stars) so either cheapen some of the inducements or make the FF give a bigger bump making the higher inducements more affordable.
I disagree with his FF idea - it's something that affects your TV that you have no control over (apart from deliberately losing games) - I'd hate for it to become even more of a millstone around a successful coaches neck.
It dose sound like fun, I'd be up for it too. Pick m up on the wayglowworm wrote:Probably going to this event....
ROADTRIP!!frogboy wrote:It dose sound like fun, I'd be up for it too. Pick m up on the wayglowworm wrote:Probably going to this event....