GW's Triple B League --- TBB WE NEED YOUR VOTES!!!
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- DoubleSkulls
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GW's Triple B League --- TBB WE NEED YOUR VOTES!!!
Anyone else seen the house rules GW are using for their internal league? Is this the shape of things to come?
http://www.specialist-games.com/bloodbo ... ripleB.pdf
Brief "Highlights"
Sigurds is dropped, as are all modifications to the injury roll from skills.
IGMEOY dropped - fouling reverts to the old sent off on a double.
Ageing dropped.
Match winnings - each band is reduced to 15 TR rather than 25, and if you have negative winnings you must pay up or lose TRR/Players.
Replaced the handicap table with something closer to the old cards. Only 1 per team, plus a bonus one if the TR difference is more than 50.
SPP thresholds changed to 11 (from 6), 31, 61, 101 & 151.
http://www.specialist-games.com/bloodbo ... ripleB.pdf
Brief "Highlights"
Sigurds is dropped, as are all modifications to the injury roll from skills.
IGMEOY dropped - fouling reverts to the old sent off on a double.
Ageing dropped.
Match winnings - each band is reduced to 15 TR rather than 25, and if you have negative winnings you must pay up or lose TRR/Players.
Replaced the handicap table with something closer to the old cards. Only 1 per team, plus a bonus one if the TR difference is more than 50.
SPP thresholds changed to 11 (from 6), 31, 61, 101 & 151.
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Ian 'Double Skulls' Williams
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They tinkered around with AV, fouls and injuries:
No igmeoy + ejection on a double, no +1 AV for the fouler, piling on = AV RR, Mighty blow only +1 AV for Blocks and Fouls, Stunty = +1 AV rolls when blocked, injury table 2-9 as we know it, 10= badly hurt, 11=serious injury, 12=dead. Seems that they exchanged ageing mechanism with on pitch blood and adjusted the SPP bands for the influx of more CAS points.
No igmeoy + ejection on a double, no +1 AV for the fouler, piling on = AV RR, Mighty blow only +1 AV for Blocks and Fouls, Stunty = +1 AV rolls when blocked, injury table 2-9 as we know it, 10= badly hurt, 11=serious injury, 12=dead. Seems that they exchanged ageing mechanism with on pitch blood and adjusted the SPP bands for the influx of more CAS points.
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- Lucien Swift
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it's nice to see the "big idea" injury system getting some truck... though i see some glaring holes in the implimentation here (chet had devised a way to make mb, claw, and rsf all useful and unique under the big idea system.... htis doc just makes rsf the same as claw)... still it's forward progress on what is really a very much needed rules revision...
also, i appreciate and am intrigued by the use of different tables for events for veteran and rookie teams, it's a concept worth exploring...
removing aging may or may not be a good thing... it's pretty clear that these rules do a lot to cap and control team power, and skill, but i'd like to see them play out before deciding if losing aging is a good thing...
also, i appreciate and am intrigued by the use of different tables for events for veteran and rookie teams, it's a concept worth exploring...
removing aging may or may not be a good thing... it's pretty clear that these rules do a lot to cap and control team power, and skill, but i'd like to see them play out before deciding if losing aging is a good thing...
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this seems like a step backwards to me, i like the current ruleset, I also like the idea of "aging" or off pitch training injuries etc, its something i wanted adding to the rules since 3rd edition came out
then we get it and this may look to losing it again, i also prefer igmeoy to the doubles
then we get it and this may look to losing it again, i also prefer igmeoy to the doubles
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hhm, it's definetely a step back to the handicap cards = the weaker team can do something beyond the rules out of the blue (is it a touchdown, banana skin, struck down opposing player, auto-success, auto-failure etc.) I can see that they still tinkering with the Handicap but I really do not like the idea of "surprise-rule-bending". Maybe it's a matter of taste, but Milos three-fold rank table suits me more.
Teams get elevated to 150 very quickly now, bc they get stuffed with money, 10K-60K extra $ will be common and after TR150 you will be beaten down randomly (if you have minus after the winnings you'll lose a RR). Ageing has been replaced by more blood on the pitch AND random auto niggling/peaking (2 results out of 18 at the veteran even table)
Definitely more randomness is introduced...
Teams get elevated to 150 very quickly now, bc they get stuffed with money, 10K-60K extra $ will be common and after TR150 you will be beaten down randomly (if you have minus after the winnings you'll lose a RR). Ageing has been replaced by more blood on the pitch AND random auto niggling/peaking (2 results out of 18 at the veteran even table)
Definitely more randomness is introduced...

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- Grumbledook
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the winnings table is a bit too harsh if you ask me from tr 236+ every match you play you will be losing money, a rr or a player
i know the idea is to cap the teams from getting too high but this is too restrictive, the reikland reavers would never been able to exist at 320 tr or whatever they were at
while this will work at keeping trs down it should be shifted up to 270 or something
i know the idea is to cap the teams from getting too high but this is too restrictive, the reikland reavers would never been able to exist at 320 tr or whatever they were at
while this will work at keeping trs down it should be shifted up to 270 or something
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- DoubleSkulls
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Why do you think there will be more casualties? There are no modifiers to the injury roll now, so blocking is going to be less bloody, not more.narkotic wrote:Seems that they exchanged ageing mechanism with on pitch blood and adjusted the SPP bands for the influx of more CAS points.
More fouling, but less deadly as there is no modifier to the injury roll for the DPs.
BTW, I really dislike their changes. Sigurds works fine and at least IGMEOY introduces some tactical decision making into fouling.
I can't see bashing teams really being able to compete that well under these rules.
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Ian 'Double Skulls' Williams
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looks like they`ve almost gone back to the rules that were the original 3rd edition, why keep changing the core rules there`s very little wrong with them, cant GW just leave the game alone.and keep themselves busy screwing up WHFB and 40K.
I think it`s fair to say i`ve recently become part of the anti GW mob. 


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Re: GW's Triple B League
These two bits remind me of Chet's league rules. The rest seems like they're trying to "dumb down" the game. Have to say I don't like the effect.ianwilliams wrote:Sigurds is dropped, as are all modifications to the injury roll from skills.
Match winnings - each band is reduced to 15 TR rather than 25, and if you have negative winnings you must pay up or lose TRR/Players.
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can't say I like the idea of those BBB rules becoming official, and they do strike me as a step back to the 3rd ed ones.
Although PO seems better than now, I prefer the injury table as it stands.

I get the impression that maybe Andy H liked the old random event cards from 3rd ed, but because they cost too much to print he's reverted to using regular ones. I'm not sure that this would be part of any "official change" to the rules, strikes me as a easy workaround rather than a solution.
I think it'd be nice to see the actual coach name on the league table... wouldn't mind knowing where andy, che & JJ end up
Although PO seems better than now, I prefer the injury table as it stands.

I get the impression that maybe Andy H liked the old random event cards from 3rd ed, but because they cost too much to print he's reverted to using regular ones. I'm not sure that this would be part of any "official change" to the rules, strikes me as a easy workaround rather than a solution.
I think it'd be nice to see the actual coach name on the league table... wouldn't mind knowing where andy, che & JJ end up

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Ok, you're right no more CAS than now, but fouling will be more deadly bc. of the new injury table and MB affecting fouls (increased chance for SI and Death). It's easier to roll a 11 or 12 on one table than a 10+ and a 4+ on two tables with a +1 or +2 mod on the first roll. The injury modifiers just applied later in team development and only to some players, the chance to roll straight away a 11+ helps all players to make more CAS. So at then end the same amount of CAS but much more SIs and Death will occur and not only inflicted from the deadly guys but from everyone.ianwilliams wrote:Why do you think there will be more casualties? There are no modifiers to the injury roll now, so blocking is going to be less bloody, not more.
More fouling, but less deadly as there is no modifier to the injury roll for the DPs.
I really don't understand why they think that so many radical changes is a good thing. We asked them to tweak 1-2 skills, make the Handicap table more reasonable and make ageing a little more convenient and the answer is: more fouling, more random game play, first much more money then much less money and forced random down-sizing of TRR and players. I agree to Firebreather that they should introduce changes incremental.
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