MBBL RULES?
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- Holy G
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MBBL RULES?
We have recently adopted MBBL team rules, Allies and New skills rules..can anyone assist re "PUSH" according to the rules you can push a player (on the right block result) and extra square back, but only in a straight line and if nobody is in the way...does that mean I can push an opposing player diagonally of the pitch or will the sideline keep him on the pitch if the square behind is available?? I know well all argue about this so we may as well do it now ??!!
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- Oderus Orungus
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- GalakStarscraper
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Re: MBBL RULES?
Just because there is a BIG difference .. did you mean MBBL2 instead of MBBL???Holy G wrote:We have recently adopted MBBL team rules, Allies and New skills rules..can anyone assist re "PUSH" according to the rules you can push a player (on the right block result) and extra square back, but only in a straight line and if nobody is in the way...does that mean I can push an opposing player diagonally of the pitch or will the sideline keep him on the pitch if the square behind is available?? I know well all argue about this so we may as well do it now ??!!
Galak
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- GalakStarscraper
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The 2nd square of the Push can be off the pitch if there are no other available squares to be pushed to. Use the same direction as the original push.
So.....
In the first example if B blocks O and uses the Push skill, O will end up in square X unless it has someone in it in which case O will be pushed out of bounds.
In the 2nd example, O is going out of bounds if B has Push. The only way this could be prevented is if someone was standing directly between O and the sideline.
Galak
So.....
Code: Select all
...x...
.....O..
......B.
Code: Select all
.....
..O..
..B..
In the 2nd example, O is going out of bounds if B has Push. The only way this could be prevented is if someone was standing directly between O and the sideline.
Galak
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- Holy G
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- GalakStarscraper
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I changed the wording of the PUSH skill on the website to make sure its more clear about this Holy G.
I had also just posted this morning our new rules for allies. Same rules as before just the league moved to lineman allies only. If you really like the positional players, go ahead and play that way.
Galak
I had also just posted this morning our new rules for allies. Same rules as before just the league moved to lineman allies only. If you really like the positional players, go ahead and play that way.
Galak
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- GalakStarscraper
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Off-pitch is "pseudo-occupied". What this means is that PUSH always requires two empty squares in a straight line to use the skill. The only exception to this is if the 2nd square in a staight would be off the pitch. In these cases, you use the normal pushback rules for the 2nd square.Holy G wrote:MBBL2..
But further to my query if Off-Pitch is classed as occupied then my player cannot push a player into occupied square, so he cant push the extra square to take a player off pitch!! If I understand this correctly !?
This was a recent rulechange. In the BOBBA league, Push can never send a player off the pitch, in the MBBL Season 2, Push could always send a player off the pitch. For Sesaon 3, we compromised half-way, by using the normal push back rules for square 2 of the push when the sideline is involved.
Galak
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- GalakStarscraper
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By the way Holy G ... does this mean you are using the Internet teams also ... like the Gnomes and Half-Orcs. If so do you guys have a web page because I really like to keep tabs on leagues using the MBBL2 rules to see if they are finding things that I could have missed.
Also if you want some thoughts on teams to take and such let me know.
Also the Khemri team needs updated on the site ... I'll try to do that right away.
Galak
Also if you want some thoughts on teams to take and such let me know.
Also the Khemri team needs updated on the site ... I'll try to do that right away.
Galak
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- Holy G
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- GalakStarscraper
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New Khemri rules are up as of right now.
hmmmm Bright Crusaders ... love that team. Having to get Block on doubles though hurts.
The thing to remember with the Crusaders (I played one for 10 games) ...
1) Rerolls don't cost double ... buy them often. Remember to save your apothecary since a death on your team will make you lose all your remaining re-rolls for the half.
2) GET a SPELLCASTER!!! ... this is one of the teams that really needs a spellcaster. Either get a Blitzer with a Dauntless spell or a Catcher with a Stand Firm spell. Either one is money well spent.
3) Remember ANY casualty gets you 2 SPPs for that player. Failed GFIs, failed dodges, being beat senseless by the crowd, pitch invasions, throw a rock on kickoff ... its all good for 2 SPPs. This is a human team that get BETTER when you take the higher risk maneuvers.
4) Spread out the TDs as much as possible. Since you don't get SPPs from blocking you will find that completions and TDs are about it for advancement. Letting one of two players do all the scoring is a sure fire way to lose with the team.
5) Think outside the box ... the skill options of the Crusaders team really gives you some options for creating an almost Rugby style team if you want ... plan out the skills you'd like to pass around ... get a little of everything if possible. I was working on getting Dump Off for 2 of my Catchers and both of my Throwers ... unfortunately the one died and the other got two AG advances and my throwers never got a 2nd skill ...
6) ST is good. If you roll doubles, go for the ST bonus. Since the team has no ST 4 players and no access to Big Guys AND no access to Dauntless, its an uphill battle against bigger stronger teams ... beef up those pretty boys whenever you can.
Those are the main things I can think off.
Galak
Coach of the now retired Bright Crusader team, the Hollywood Montage, 6 wins/4 losses
http://www.midgardbb.com/MBBL2/Season2/ ... ntage.html
hmmmm Bright Crusaders ... love that team. Having to get Block on doubles though hurts.
The thing to remember with the Crusaders (I played one for 10 games) ...
1) Rerolls don't cost double ... buy them often. Remember to save your apothecary since a death on your team will make you lose all your remaining re-rolls for the half.
2) GET a SPELLCASTER!!! ... this is one of the teams that really needs a spellcaster. Either get a Blitzer with a Dauntless spell or a Catcher with a Stand Firm spell. Either one is money well spent.
3) Remember ANY casualty gets you 2 SPPs for that player. Failed GFIs, failed dodges, being beat senseless by the crowd, pitch invasions, throw a rock on kickoff ... its all good for 2 SPPs. This is a human team that get BETTER when you take the higher risk maneuvers.
4) Spread out the TDs as much as possible. Since you don't get SPPs from blocking you will find that completions and TDs are about it for advancement. Letting one of two players do all the scoring is a sure fire way to lose with the team.
5) Think outside the box ... the skill options of the Crusaders team really gives you some options for creating an almost Rugby style team if you want ... plan out the skills you'd like to pass around ... get a little of everything if possible. I was working on getting Dump Off for 2 of my Catchers and both of my Throwers ... unfortunately the one died and the other got two AG advances and my throwers never got a 2nd skill ...

6) ST is good. If you roll doubles, go for the ST bonus. Since the team has no ST 4 players and no access to Big Guys AND no access to Dauntless, its an uphill battle against bigger stronger teams ... beef up those pretty boys whenever you can.
Those are the main things I can think off.
Galak
Coach of the now retired Bright Crusader team, the Hollywood Montage, 6 wins/4 losses
http://www.midgardbb.com/MBBL2/Season2/ ... ntage.html
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- Holy G
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Cheers, We play with odd house rules we all have the 20 man roster and start with 1.3 million!!.....but I opted for 6 re-rolls from the start, and I take every risk possible, like a suicidal banshee... but good 5-0 result in first game..and choosing my own skills is great.
Bit scared of big guys though!!
If I need tips Ill call you......
Bit scared of big guys though!!
If I need tips Ill call you......
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- Valen
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