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Poll
Is CLAWPOMB really a problem?
Yes, absolutley
55%
 55%  [ 464 ]
No, Chaos Dwarfs Disagree
20%
 20%  [ 174 ]
Still Haven't Decided
8%
 8%  [ 75 ]
Pie!
15%
 15%  [ 127 ]
Total Votes : 840


mrt1212



Joined: Feb 26, 2013

Post   Posted: Oct 08, 2015 - 23:25 Reply with quote Back to top

A simpler solution than all of these from a gameplay perspective is just make a player piling on stunned as a result of choosing to PO. Sure it borks the jump up synergy but this is far easier to implement and puts a really intuitive opportunity cost in play. "If I blitz and PO with this player, I have to wait 2 turns to do it again."

Ya'll want to expand the ruleset ad nauseum, I want to simplify it.
JimmyFantastic



Joined: Feb 06, 2007

Post   Posted: Oct 09, 2015 - 00:34 Reply with quote Back to top

Removing Po would be fine... but then you would have to actually balance Elfs beyond the fact that sometimes they all die. Which tbh is a terrible way to try to balance them.

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the_Sage



Joined: Jan 13, 2011

Post   Posted: Oct 09, 2015 - 01:42 Reply with quote Back to top

mrt1212 wrote:
just make a player piling on stunned as a result of choosing to PO. Sure it borks the jump up synergy


Well, it still has the same jumpup synergy, just a turn later. Not a bad fix at all, really.

Jimmy's right (again):Clawpomb isn't the problem, blodge is the problem! Wink
fidius



Joined: Jun 17, 2011

Post   Posted: Oct 09, 2015 - 02:30 Reply with quote Back to top

It has always felt wrong putting the fig face-up when you pile on anyway. It should have been stun from the beginning for just that reason!
JimmyFantastic



Joined: Feb 06, 2007

Post   Posted: Oct 09, 2015 - 02:52 Reply with quote Back to top

I think the worst thing is calling face up players prone.

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fidius



Joined: Jun 17, 2011

Post   Posted: Oct 09, 2015 - 02:56 Reply with quote Back to top

Agreed. New terminology effective now: "Placed Supine"
Mr_Foulscumm



Joined: Mar 05, 2005

Post   Posted: Oct 09, 2015 - 03:05 Reply with quote Back to top

Actually having the PO player become stunned from using the skill might actually be a nice "fix". More time on the ground to get booted and gives up his presence on the pitch for a turn more would help off-set the instant numerical advantage the skill currently gives the team if successful.

Of all the ideas so far, I like this one the best.

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Mr_Foulscumm



Joined: Mar 05, 2005

Post   Posted: Oct 09, 2015 - 03:09 Reply with quote Back to top

the_Sage wrote:
mrt1212 wrote:
just make a player piling on stunned as a result of choosing to PO. Sure it borks the jump up synergy


Well, it still has the same jumpup synergy, just a turn later. Not a bad fix at all, really.

Jimmy's right (again):Clawpomb isn't the problem, blodge is the problem! Wink


But in this case he isn't right.

Clawpomb isn't the counter to blodge (and never was), tackle is the counter. And Clawpomb makes the best anti-elf team much less prolific because they are so hard countered by Clawpomb.

But sure... keep confusing the issues. Wink

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mrt1212



Joined: Feb 26, 2013

Post   Posted: Oct 09, 2015 - 03:21 Reply with quote Back to top

I'll be here all week if you guys need any more solutions to CRP
Mr_Foulscumm



Joined: Mar 05, 2005

Post   Posted: Oct 09, 2015 - 03:25 Reply with quote Back to top

mrt1212 wrote:
I'll be here all week if you guys need any more solutions to CRP


Very Happy

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Gurbo



Joined: Sep 29, 2015

Post   Posted: Oct 09, 2015 - 04:58 Reply with quote Back to top

What if modified armor rolls could only result in BH at most? It would remove the permanent threat to the team that CPOMB brings, barely modifies low armor teams and CPOMB could still wipe the board from opposing threats for that game.
DrDiscoStu



Joined: Feb 20, 2006

Post   Posted: Oct 09, 2015 - 05:15 Reply with quote Back to top

Mr_Foulscumm wrote:
Actually having the PO player become stunned from using the skill might actually be a nice "fix". More time on the ground to get booted and gives up his presence on the pitch for a turn more would help off-set the instant numerical advantage the skill currently gives the team if successful.

Of all the ideas so far, I like this one the best.


Me too. It doesn't have many drawbacks. Because BB is about randomness I would say that a double 6 on the AV should knock the piling on player out.... heh

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garyt1



Joined: Mar 12, 2011

Post   Posted: Oct 09, 2015 - 06:08 Reply with quote Back to top

Weakening the skill is one thing. But making it stun your player means it becomes a dreadful skill. I suppose it would just be used on or just before a td turn or just before half or full time.

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mrt1212



Joined: Feb 26, 2013

Post   Posted: Oct 09, 2015 - 06:26 Reply with quote Back to top

garyt1 wrote:
Weakening the skill is one thing. But making it stun your player means it becomes a dreadful skill. I suppose it would just be used on or just before a td turn or just before half or full time.


Dreadful or the most important decision you'll make all game?
fidius



Joined: Jun 17, 2011

Post   Posted: Oct 09, 2015 - 08:08 Reply with quote Back to top

Apart from encouraging us to play out the flying leap into the face-down position on the physical board with sound effects, I'm not a huge fan. I like that it results in a full turn of inconsequence, and leaves them exposed to fouls for longer. But:
a) under current fouling and cpomb rules it's still safer to be on the ground than standing;
b) it's still overpowered in terms of effectiveness; and
c) I can't think of a fluff reason for the rule.
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