North vs South 7's, Bugmans Bar, 3rd May 2019
Posted: Thu Apr 18, 2019 8:58 am
Hi all,
I know its late notice, but we have only just been given the green light. I am running a 2 game, North vs South 7's tournament on the friday evening of the NAFC in Bugmans Bar, Warhammer World.
Starting at 6.30pm, each round last at maximum one hour. Each game won scores your selected side (North or South) 3 pts, a draw is 1, and a loss is 0. The rounds will be drawn completely random, and the side that has the most points at the end of Game 2 will take home the North vs South Blood Bowl 7's Cup
Sevens is a great fun fast variant of Blood Bowl and we will be using a mix of some well-tested tournament rules and The NAFs 7s rules.
Tickets are for NAF members only, and are free for anyone. How ever we must ensure we have equal number of entrants for both sides, so if you are happy to play for either, let us know, and we will assign you a side before game 1.
Please note, as this is held at Warhammer World, all miniatures used must be from GW.
TEAM CREATION •
* Teams may be purchased using 600,000 GC.
* Teams are able to take Inducments (this includes the chef and bribes at normal cost), but no wizards, mercenaries or star players.
• Teams may be selected from any of the 23 races (so no slann, khorne or Bret's - GW ruling)
• In Sevens, a team may not have more than 11 players on the roster. A team will only field 7 players at a time.
• In addition, “Positional” players are rarer. 0-4 positionals may be selected so for example a Dark Elf team could take 2 Witch Elfs and 2 blitzers, or 4 blitzers. A skaven team could take 1 rat ogre, one blitzer, one thrower and one gutter runner, or 4 Gutter runners. (or any other combination of 0-4 total).
• Sevens teams are not very well-trained or reliable. You MAY NOT purchase team rerolls
*Fan Factor costs 20,000gp per point instead of 10,000gp
*Assistant Coaches and Cheerleaders cost 50,000gp instead of 10,000gp
RULES
GAME LENGTH BB Sevens matches are made up of two 6-turn halves, rather than the normal 8-turn halves used in Blood Bowl.
THE PITCH A special BB7s pitch is used. The pitch is divided into three six-square zones plus two one-square endzones lengthwise, for a total pitch size of 20 squares long by 11 squares wide. Pitches will be provided. If you can provide your own pitch(es), please let me know.
THE SET-UP Seven players are set up per team, all behind their own Line of Scrimmage (LoS). One player is allowed in each wide zone per team, while a minimum of three players on each team must set up on their team’s LoS. Notr: any ability that stops you crossing into your opponents half (Kick Off Return for example) Will prevent you from crossing your line of scrimmage.
KICK-OFF In Sevens, the ball is kicked as usual, but can be aimed into "no-mans land". NB A touchback only happens if the ball goes off the pitch or back over the KICKING team's LOS
7s Uses a modified kick-off table as follows - (changes titled in CAPS)
2D6 Result 2D6 Result
2 Get the Ref
3 Riot
4 DEFENSIVE SHIFT: All players on the kicking team are allowed to move one square. This is a free move and may be used to cross the Line of Scrimmage.
5 OFFENSIVE MOTION: The receiving team’s coach may reorganize his players (the new setup must still be a legal setup).
6 Cheering Fans
7 Changing Weather
8 Brilliant Coaching
9 Quick Snap:
10 CHARGE!: The kicking team’s coach chooses a number between zero and three. All players on the kicking team are moved directly forward this number of squares. This is a free move, ignores player movement and does not require activation or GFIs.
11 Throw A Rock
12 Pitch Invasion
Throwing the Ball
As an unprofessional league, Blood Bowl Sevens players are not as athletic as their professional counter parts. To represent this, all Blood Bowl Sevens players must increase the range by one category when they make a pass. This means a Quick Pass counts as a Short Pass, a Short Pass as a Long Pass, and a Long Pass as a Long Bomb. Players may not attempt a Long Bomb at all as the distance is just too great. This includes throw team mate actions.
Apothecaries
A coach may still buy an Apothecary for their team, but due to the fact Blood Bowl Sevens is an unprofessional league, an apothecary usually amounts to little more than a fan on the side of the pitch with a big bucket of water and the ‘lucky’ team sponge. Because of this an apothecary will only work on the D6 roll of a 4.
Because this is a short tournament with games back to back, the scouts for the Pro leagues won't have time to take players off to the draft, and we will be using Resurrection type rules as well.
Finally for this event we will have the following skills package - before each game 2 players may be given a Normal skill. No skill stacking, no Stat increases.
Before the tournament you may select one player to be your team captain, they may be given the Pro skill, and are eligible for one further skill-up as above.
Rosters are to be checked your r1 opponent.
Entrants
North
1 Padster
2 Dafo
3 spoboyle
4
5 Ringbeard
6 Vagabond1982uk
7 dfunkateer
8 Podfrey
9
10
11
South
1 Thor87
2 Fatboyslimming
3 Jip
4 Sann0634
5 Ghostblaster
6 TweetyRawdon
7 Ninjagosplat
8 eldritchfox
9 Twelfman
10 Blocknroll
11 Lemf
Unassigned
1 Howlinggriffon
2 TheFear
3 TheBymster
4
5
6
7
8
9
10
I know its late notice, but we have only just been given the green light. I am running a 2 game, North vs South 7's tournament on the friday evening of the NAFC in Bugmans Bar, Warhammer World.
Starting at 6.30pm, each round last at maximum one hour. Each game won scores your selected side (North or South) 3 pts, a draw is 1, and a loss is 0. The rounds will be drawn completely random, and the side that has the most points at the end of Game 2 will take home the North vs South Blood Bowl 7's Cup
Sevens is a great fun fast variant of Blood Bowl and we will be using a mix of some well-tested tournament rules and The NAFs 7s rules.
Tickets are for NAF members only, and are free for anyone. How ever we must ensure we have equal number of entrants for both sides, so if you are happy to play for either, let us know, and we will assign you a side before game 1.
Please note, as this is held at Warhammer World, all miniatures used must be from GW.
TEAM CREATION •
* Teams may be purchased using 600,000 GC.
* Teams are able to take Inducments (this includes the chef and bribes at normal cost), but no wizards, mercenaries or star players.
• Teams may be selected from any of the 23 races (so no slann, khorne or Bret's - GW ruling)
• In Sevens, a team may not have more than 11 players on the roster. A team will only field 7 players at a time.
• In addition, “Positional” players are rarer. 0-4 positionals may be selected so for example a Dark Elf team could take 2 Witch Elfs and 2 blitzers, or 4 blitzers. A skaven team could take 1 rat ogre, one blitzer, one thrower and one gutter runner, or 4 Gutter runners. (or any other combination of 0-4 total).
• Sevens teams are not very well-trained or reliable. You MAY NOT purchase team rerolls
*Fan Factor costs 20,000gp per point instead of 10,000gp
*Assistant Coaches and Cheerleaders cost 50,000gp instead of 10,000gp
RULES
GAME LENGTH BB Sevens matches are made up of two 6-turn halves, rather than the normal 8-turn halves used in Blood Bowl.
THE PITCH A special BB7s pitch is used. The pitch is divided into three six-square zones plus two one-square endzones lengthwise, for a total pitch size of 20 squares long by 11 squares wide. Pitches will be provided. If you can provide your own pitch(es), please let me know.
THE SET-UP Seven players are set up per team, all behind their own Line of Scrimmage (LoS). One player is allowed in each wide zone per team, while a minimum of three players on each team must set up on their team’s LoS. Notr: any ability that stops you crossing into your opponents half (Kick Off Return for example) Will prevent you from crossing your line of scrimmage.
KICK-OFF In Sevens, the ball is kicked as usual, but can be aimed into "no-mans land". NB A touchback only happens if the ball goes off the pitch or back over the KICKING team's LOS
7s Uses a modified kick-off table as follows - (changes titled in CAPS)
2D6 Result 2D6 Result
2 Get the Ref
3 Riot
4 DEFENSIVE SHIFT: All players on the kicking team are allowed to move one square. This is a free move and may be used to cross the Line of Scrimmage.
5 OFFENSIVE MOTION: The receiving team’s coach may reorganize his players (the new setup must still be a legal setup).
6 Cheering Fans
7 Changing Weather
8 Brilliant Coaching
9 Quick Snap:
10 CHARGE!: The kicking team’s coach chooses a number between zero and three. All players on the kicking team are moved directly forward this number of squares. This is a free move, ignores player movement and does not require activation or GFIs.
11 Throw A Rock
12 Pitch Invasion
Throwing the Ball
As an unprofessional league, Blood Bowl Sevens players are not as athletic as their professional counter parts. To represent this, all Blood Bowl Sevens players must increase the range by one category when they make a pass. This means a Quick Pass counts as a Short Pass, a Short Pass as a Long Pass, and a Long Pass as a Long Bomb. Players may not attempt a Long Bomb at all as the distance is just too great. This includes throw team mate actions.
Apothecaries
A coach may still buy an Apothecary for their team, but due to the fact Blood Bowl Sevens is an unprofessional league, an apothecary usually amounts to little more than a fan on the side of the pitch with a big bucket of water and the ‘lucky’ team sponge. Because of this an apothecary will only work on the D6 roll of a 4.
Because this is a short tournament with games back to back, the scouts for the Pro leagues won't have time to take players off to the draft, and we will be using Resurrection type rules as well.
Finally for this event we will have the following skills package - before each game 2 players may be given a Normal skill. No skill stacking, no Stat increases.
Before the tournament you may select one player to be your team captain, they may be given the Pro skill, and are eligible for one further skill-up as above.
Rosters are to be checked your r1 opponent.
Entrants
North
1 Padster
2 Dafo
3 spoboyle
4
5 Ringbeard
6 Vagabond1982uk
7 dfunkateer
8 Podfrey
9
10
11
South
1 Thor87
2 Fatboyslimming
3 Jip
4 Sann0634
5 Ghostblaster
6 TweetyRawdon
7 Ninjagosplat
8 eldritchfox
9 Twelfman
10 Blocknroll
11 Lemf
Unassigned
1 Howlinggriffon
2 TheFear
3 TheBymster
4
5
6
7
8
9
10