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Poll
Best Post Apocalyptic flop?
Waterworld
34%
 34%  [ 55 ]
Salute of the Jugger (called The Blood of heroes in some regions)
17%
 17%  [ 28 ]
The Postman
11%
 11%  [ 19 ]
Dredd (not the sly stallone one)
25%
 25%  [ 40 ]
Deathrace 2000
7%
 7%  [ 12 ]
Deathsport
1%
 1%  [ 2 ]
Cyborg
2%
 2%  [ 4 ]
Total Votes : 160


Garion



Joined: Aug 19, 2009

Post   Posted: Aug 05, 2020 - 22:24 Reply with quote Back to top

mister__joshua wrote:
Not sure how I feel about that one. It’s a new way of skills working that could lead to losing track of things


Note there are Skills and Traits in the contents page. This could very well be a Trait.

Trait meaning special rule. That would make some sense as Ogres in the Ogre team are also mentioned as Brawlers.

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SquirrelDude



Joined: Mar 22, 2015

Post   Posted: Aug 05, 2020 - 22:36 Reply with quote Back to top

AzraelEVA wrote:
mister__joshua wrote:

That sounds decent, but don’t really like the once a turn thing. It seems weird. No other skills (currently) work like that. Unless my multiple players it means with multi block?


Horns work like that. Juggernaut works like that. Pass Block works like that. Kick-off return works like that.


Those aren't reasonable comparisons.

Horns/Juggernaut can only be used on a blitz, which can only happen once per turn anyway.
Pass Blockk can only be used on a pass action, which can only happen once per turn.
Kick-off return is only used on something that happens once per drive.

The times where you need to select who can use that skill will only ever happen once per turn. If you are triggering skills on a block action, you'll be doing that multiple times per turn.
mister__joshua



Joined: Jun 20, 2007

Post   Posted: Aug 05, 2020 - 22:37
FUMBBL Staff
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AzraelEVA wrote:
mister__joshua wrote:

That sounds decent, but don’t really like the once a turn thing. It seems weird. No other skills (currently) work like that. Unless my multiple players it means with multi block?


Horns work like that. Juggernaut works like that. Pass Block works like that. Kick-off return works like that.


They don’t. They are all tied to actions that can only occur once. That’s different

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Muff2n



Joined: May 20, 2017

Post   Posted: Aug 05, 2020 - 23:44 Reply with quote Back to top

Happy with the human team. Blitzers down 5k is perfect. And having the human thrower 5k less than the skaven thrower is a good nod to the fact that move is generally better than armour, especially on a carrier.

Now I can spend my free time agonising over whether to roster a thrower for the short drives or save myself 30k. Good times.

I'm very pleased with the orc roster too. For fun builds I have wished that I could make an orc and goblin team, but was hampered by the 0-4 goblins. Hampered no more!
SquirrelDude



Joined: Mar 22, 2015

Post   Posted: Aug 06, 2020 - 00:30 Reply with quote Back to top

New Wood Elf Team

Code:

0-12 Linemen 70k 7 3 2+ 4+ 8+         AG/S
0-2 Throwers 95k 7 3 2+ 2+ 8+ Pass    AGP/S
0-4 Catchers 90k 8 2 2+ 4+ 8+ Catch, Dodge AG/PS
0-2 Wardancers 125k 8 3 2+ 4+ 8+ Blodge Leap AG/PS
0-1 Treemen 120k 2 6 5+ 5+ 11+ Loner(4+), Mighty Blow(+1), S/AG
                               Strong Arm, Take Root,
                               Thick Skull, TTM

Apo: Yes
Reroll: 50k
Special Rules: Elven Kingdoms League
MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 06, 2020 - 00:34 Reply with quote Back to top

Catchers lost Sprint, and WD and Throwers cost more, WE have been nerfed.
mister__joshua



Joined: Jun 20, 2007

Post   Posted: Aug 06, 2020 - 00:45
FUMBBL Staff
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Garion wrote:
mister__joshua wrote:
Not sure how I feel about that one. It’s a new way of skills working that could lead to losing track of things


Note there are Skills and Traits in the contents page. This could very well be a Trait.

Trait meaning special rule. That would make some sense as Ogres in the Ogre team are also mentioned as Brawlers.


Can I ask where you saw this one, because I’ve now seen a screenshot with similar wording but it appears to be from the Ogre Spike! Issue to me?

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AzraelEVA



Joined: Nov 14, 2015

Post   Posted: Aug 06, 2020 - 00:47 Reply with quote Back to top

I've just seen the wording for Brawler it can be used by multiple players during a turn.

During their turn when an Ogre player throws a block (but not as part of a Blitz action) they may reroll a single both down result.
Uedder



Joined: Aug 03, 2010

Post   Posted: Aug 06, 2020 - 01:48 Reply with quote Back to top

so not even elves can pass reliably unless using a thrower... interesting
ClayInfinity



Joined: Aug 15, 2003

Post   Posted: Aug 06, 2020 - 05:13 Reply with quote Back to top

SquirrelDude wrote:
New Wood Elf Team

Code:

0-12 Linemen 70k 7 3 2+ 4+ 8+         AG/S
0-2 Throwers 95k 7 3 2+ 2+ 8+ Pass    AGP/S
0-4 Catchers 90k 8 2 2+ 4+ 8+ Catch, Dodge AG/PS
0-2 Wardancers 125k 8 3 2+ 4+ 8+ Blodge Leap AG/PS
0-1 Treemen 120k 2 6 5+ 5+ 11+ Loner(4+), Mighty Blow(+1), S/AG
                               Strong Arm, Take Root,
                               Thick Skull, TTM

Apo: Yes
Reroll: 50k
Special Rules: Elven Kingdoms League


A lot of angst over this on various sites / facebook etc.

I think its a massive nerf but of all the teams, WE's could do with a nerf as they're clearly the premier team under BB2016.

It does however change the play entirely and yet at the same time, may provide an opportunity for other elves (high and pro) to get an advantage over their Woodie cousins by allowing High and Pro line elves to pass at a 3+.

I always considered woodies to be the running elves and High/Pro to be a passing team. With the PA stat, they may just do that and hence High and Pro elves may become more attractive.

Woodies still get the Treeman (another big plus), but if you do play a running game as a WE coach, is the 4+ PA stat for line elves really matter other than for spp farming?
Grod



Joined: Sep 30, 2003

Post   Posted: Aug 06, 2020 - 05:41 Reply with quote Back to top

MattDakka wrote:
Catchers lost Sprint, and WD and Throwers cost more, WE have been nerfed.


Also most of their players have had a passing nerf. That'ts huge. It impacts their ability to move the ball quickly in turnover situations.

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Grod



Joined: Sep 30, 2003

Post   Posted: Aug 06, 2020 - 05:45 Reply with quote Back to top

Garion wrote:
Garion wrote:
BIG NEWS JUST IN.

new rosters

Humans
Yes they are still a roster
0-16 Linemen 50k 6 3 3+ 4+ 9+ G As
0-2 Thrower 80k 6 3 3+ 2+ 9+ sure hands Pass GP AS
0-4 Catcher 60k 8 2 3+ 5+ 8+ Catch Dodge AG SP
0-4 Blitzer 85k 7 3 3+ 4+ 9+ Block GS AP
0-3 Halflings - standard stuff
0-1 Ogre 5 5 4+ 5+ 10+ Bone Head, Loner (4+), Mighty Blow (+1), THick SKull, TTM
RR 50k
tier 1
special - Old World Classic


Surprised this isn't causing more chat ^


Humans get...
TTM!

Also, if TTM is a separate action to Pass (as rumoured), then TTM on a team like this could be a highly viable 1TTD option.

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Muff2n



Joined: May 20, 2017

Post   Posted: Aug 06, 2020 - 07:33 Reply with quote Back to top

Wow, elves passing on a 4 plus. Looks like passing is nerfed in this edition (assuming nothing else materially changes). I kind of like it from a team creation perspective, look forward to seeing how it pans out.
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 06, 2020 - 08:14 Reply with quote Back to top

I haven't seen it yet but going off the info up there. Why is the wood elf thrower 95k? That's a big nerf imo. As wood elf throwers have always been over costed as a result of how good the overall team is. Adding 5k to him is odd.

Glad catchers lost sprint. This is something I did in my rules too. Though likely for different reasons.

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Garion



Joined: Aug 19, 2009

Post   Posted: Aug 06, 2020 - 09:04 Reply with quote Back to top

i made a mistake on imperial lineman last night, the correct stat line is -
0-16 Impereal Retainer Linemen 45k 6 3 4+ 4+ 8+ Fend G AS

which is exactly the same as plasmoids peseants of bretonnia, only 5k cheaper.

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