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MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 06, 2025 - 14:34 Reply with quote Back to top

Heavy attrition at start of 2nd Half would be less severe by adding Journeymen up to 11. That would make games less based on going back and more trying to actually score, as a game is supposed to be.
Developed Throwers are not really a thing in this ruleset, only developed running-type ball carriers.
Developed Throwers cost too much for what they add and can't be kept for many games. It's not advantageous to do it.
It's a ruleset made for hybrid teams.
I know that stalling is part of the game, and the rule would not stop deep stalling, it would make it a bit harder.
I simulated several kick-off using this rule, just to test it, and there would be still enough room to go back and stall, just not too deep every game like now, barring some kick-offs.
Kick would become very useful and the game would be more strategic.
Kick deep vs bash teams, kick short vs agile and hybrid teams.
Score fast and kick short, trying to pressure the ball and score again.
This is something which rarely happens, most games tend to be ties due to the excessive stalling involved.
As an aside, I would use another house rule to make stalling near the End Zone riskier:
- If the attacking team's player carrying the ball can score without rolling any dice refrains from it, roll a D6 at the end of that turn: first turn of stalling they get hit and knocked down (with AV roll) by a rock from the crowd on a 6+, second turn 5+, third turn 4+ and so on to a minimum of 2+.

This could help Elven teams a bit, they could lurk nearby a bash team cage hoping for a rock and a good scatter.


Last edited by MattDakka on Aug 06, 2025; edited 1 time in total
RDaneel



Joined: Feb 24, 2023

Post 14 Posted: Aug 06, 2025 - 14:48 Reply with quote Back to top

koadah wrote:


Do you want to discourage people from playing elves even more.


+1

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Nightbird



Joined: Aug 02, 2003

Post   Posted: Aug 06, 2025 - 23:00 Reply with quote Back to top

Interesting Matt, but I'd rather see field goals implemented if we are gonna change the game up a bit.
3pts TD, 1pt FG. Ta-Da!

Edit:
Heck if adding actually kicking, lets add in extra points too & go NFL style w/ 6pts TD, 1pt EP, 3pts FG!

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moph



Joined: Sep 16, 2020

Post   Posted: Aug 07, 2025 - 00:40 Reply with quote Back to top

+1 for field goals.
To get stalling out of the game you must lay your hands on the 2 halves of 8 turns structure of the game. But that would entail a lot of rebalancing.
Zlefin



Joined: Apr 14, 2005

Post   Posted: Aug 07, 2025 - 20:59 Reply with quote Back to top

I'm not that familiar with that kind of deep stalling, thinking about the objections/issues others raise with that particular rule, I'm wondering about alternate rules that might serve the purpose. As I do (or did in editions with better passin support) like to just keep a good passer far back, often alone or with one screen.

Perhaps some sort of 'off-sides' rule? so that you could have the passer, and maybe 1-2 others stay back to screen the passer lightly, but you can't just retreat everyone to cover the ball in your own end zone.


Though personally, all the forms of anti-stalling rules I've tried to developed rely on fluff more than rules; specifically they rely on the fluff of the crowds being rowdy in bloodbowl, and the anti-stall rules I've designed all work by the crowd getting angry/bored at the stall/lack of excitement and invading the pitch; a growing chance to do so the longer the stall lasts.
Carthage



Joined: Mar 18, 2021

Post   Posted: Aug 07, 2025 - 21:07 Reply with quote Back to top

Its interesting because American Football, the source material for the game, has a function that already creates a requirement for incremental progress with the first down system.
I think it would port over pretty easily with not many rule changes and would encourage elves to engage on offense and defense more aggressively while also giving some ability to win against bashier squads by making the defensive reward for risky play much greater.
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