int's

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method
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int's

Post by method »

you want more int's....
try this.. quick pass = 0 spp's
short = 1
long pass = 2
long bomb =3

right know people don't have incentive to throw long when they can razzle dazzle
(ie quick, then hand off)
if they want spp's they'll throw long, THUS making pass block and alike more frquent increasing the # of int's

what do you think...

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GalakStarscraper
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Re: int's

Post by GalakStarscraper »

method wrote:you want more int's....
try this.. quick pass = 0 spp's
short = 1
long pass = 2
long bomb =3

right know people don't have incentive to throw long when they can razzle dazzle
(ie quick, then hand off)
if they want spp's they'll throw long, THUS making pass block and alike more frquent increasing the # of int's

what do you think...
I think you'd have a lot of VERY skilled Elf teams in Blood Bowl.

Galak

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Balrog
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Post by Balrog »

Although it is an interesting idea, as long as you compensate elsewhere, like giving 1 SPP for inflicting a Badly Hurt, 2 SPPs for inflicating a Serious Injury, and 3 SPPs for inflicting a Death.

I wouldn't ever want to see this be an official rule, but as a house rule it could be fun.

-Balrog

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MistWraith
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Post by MistWraith »

My Elf teams would love it! But, that would give them to great an early advantage. While not good early teams, and somthing I feel needs addressing. This change would be to much without the addition of adding increased spp's for blocks.

For example:
1 spp for a ko
2 for Badly hurt
ect..

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method
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Post by method »

no, what i'm saying is that as of right now, elf teams don't pass, not long at least it's always quick then hand-off then td...
i know cuz out of our 20 man league i'm the most successful elf coach.
i'm just encouraging more int's
there are no int's in many of people's league Because there are very few reasons to throw long...

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Dragoonkin
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Post by Dragoonkin »

People don't Long Bomb because it's a Fumble 50% of the time.

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MistWraith
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Post by MistWraith »

My elf teams perfer the long pass or the short pass to the quick. I try to get two or three players downfield that if they catch it can then make it into the end zone on that turn. I sprread them apart so the opponent has to send several players after them. It then is just a matter of if my thrower can hold onto the ball long enough for one of the recivers to get open.

I have found this works better for me than the quickpass mover hand off move play. I tend to get two turners much more often, compared to three turners the other way. This is huge, because I need all the chances to bring ko'ed players back that I can get.

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