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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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