Poll |
Best Post Apocalyptic flop? |
Waterworld |
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33% |
[ 66 ] |
Salute of the Jugger (called The Blood of heroes in some regions) |
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15% |
[ 31 ] |
The Postman |
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14% |
[ 28 ] |
Dredd (not the sly stallone one) |
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24% |
[ 48 ] |
Deathrace 2000 |
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6% |
[ 13 ] |
Deathsport |
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1% |
[ 2 ] |
Cyborg |
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3% |
[ 7 ] |
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Total Votes : 195 |
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mister__joshua
Joined: Jun 20, 2007
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It is a little odd. I think of the teams we’ve seen so far Humans look an attractive option!
Ps. all of the images are on the r/Bloodbowl Reddit, including the Brawler one which is why I have my doubts about the authenticity of that claim. I think it’s just speculation. |
_________________ "Yeah, well, you know, that's just, like, your opinion, man." - The Dude
Mr. J's LRB7 / Forum |
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LemonheadWallenstein
Joined: Dec 20, 2012
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  Posted:
Aug 06, 2020 - 09:09 |
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why only 0-12 linos? it seems weird to go back |
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Verminardo
Joined: Sep 27, 2006
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  Posted:
Aug 06, 2020 - 09:35 |
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We will see a lot more Teams running with 2 Throwers. |
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Muff2n
Joined: May 20, 2017
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  Posted:
Aug 06, 2020 - 09:36 |
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Garion wrote: | Why is the wood elf thrower 95k? That's a big nerf imo. |
Throwers are now a significant upgrade on a lineman. Plus two to passing roll and pass skill included. |
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Garion
Joined: Aug 19, 2009
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  Posted:
Aug 06, 2020 - 09:55 |
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Verminardo wrote: | We will see a lot more Teams running with 2 Throwers. |
I think we will too. However I am yet to be convinced as to their effectiveness. Everything I am reading so far seems to assume because linemen etc... are all worse at throwing it makes Throwers and throwing better.
However it still reads as a sub optiomal strategy to me, and now you are paying more for throwers. I might just not bother with them at all in some teams. WE being a perfect example. just pick up and run with Catchers or a Wardancer, and don't let go. |
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mister__joshua
Joined: Jun 20, 2007
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I think while throwing was rarely the best option, it was always ‘an’ option when in a pinch and needing a 2 turn score. Now, to even make that option viable teams are going to have to carry a thrower. Undead basically can’t throw at all, except in the most dire of circumstances. |
_________________ "Yeah, well, you know, that's just, like, your opinion, man." - The Dude
Mr. J's LRB7 / Forum |
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Muff2n
Joined: May 20, 2017
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  Posted:
Aug 06, 2020 - 10:32 |
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Yeah, it's the short drives that you want a thrower for. I think against undead or chaos etc, you might be able to stall a bit less as they have no thrower. |
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Uedder
Joined: Aug 03, 2010
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  Posted:
Aug 06, 2020 - 11:17 |
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It's a nerf but a good one |
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Kondor
Joined: Apr 04, 2008
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  Posted:
Aug 06, 2020 - 11:25 |
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mister__joshua wrote: | I think while throwing was rarely the best option, it was always ‘an’ option when in a pinch and needing a 2 turn score. Now, to even make that option viable teams are going to have to carry a thrower. Undead basically can’t throw at all, except in the most dire of circumstances. |
If the Wasting Time rule packs a significant penalty, people will want to score more often meaning you may have more 2-3 turn scores. It may be far more difficult to stall outside of natural scoring range. Throwers will be much more useful in a higher scoring game. |
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Verminardo
Joined: Sep 27, 2006
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  Posted:
Aug 06, 2020 - 11:49 |
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We'll have to wait and see what the actual new mechanics are but with the Thrower as classic Quarterback and the mentioning of deflections it seems they are trying to emulate American Football passing plays a lot more. I do agree that it seems questionable from a TV efficiency perspective whether this will be viable. In the old wargamer parlance it looks like a bit of a departure from "game" and a move towards "simulation" which in the context of Blood Bowl doesn't really sound like a great idea, maybe if they were handing out more starting skills to Throwers but that doesn't seem to be the case so far. |
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Garion
Joined: Aug 19, 2009
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  Posted:
Aug 06, 2020 - 12:02 |
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Kondor wrote: | mister__joshua wrote: | I think while throwing was rarely the best option, it was always ‘an’ option when in a pinch and needing a 2 turn score. Now, to even make that option viable teams are going to have to carry a thrower. Undead basically can’t throw at all, except in the most dire of circumstances. |
If the Wasting Time rule packs a significant penalty, people will want to score more often meaning you may have more 2-3 turn scores. It may be far more difficult to stall outside of natural scoring range. Throwers will be much more useful in a higher scoring game. |
Will they? or will everyone just sit 1 GFI away from scoring. Clock management will still be a thing. Thought jumping over prone players makes screening a little tougher for sure.
Verminardo wrote: | We'll have to wait and see what the actual new mechanics are but with the Thrower as classic Quarterback and the mentioning of deflections it seems they are trying to emulate American Football passing plays a lot more. I do agree that it seems questionable from a TV efficiency perspective whether this will be viable. In the old wargamer parlance it looks like a bit of a departure from "game" and a move towards "simulation" which in the context of Blood Bowl doesn't really sound like a great idea, maybe if they were handing out more starting skills to Throwers but that doesn't seem to be the case so far. |
exactly, and Catchers from what we can tell are still catching on a 3+ unlss you roll a 6 on the pass, which I am guessing will give +1 to the catch. plus throwers cost more. |
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dolphinandrew
Joined: May 09, 2017
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  Posted:
Aug 06, 2020 - 12:54 |
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Kondor wrote: | mister__joshua wrote: | I think while throwing was rarely the best option, it was always ‘an’ option when in a pinch and needing a 2 turn score. Now, to even make that option viable teams are going to have to carry a thrower. Undead basically can’t throw at all, except in the most dire of circumstances. |
If the Wasting Time rule packs a significant penalty, people will want to score more often meaning you may have more 2-3 turn scores. It may be far more difficult to stall outside of natural scoring range. Throwers will be much more useful in a higher scoring game. |
The penalty will have to be worse than the benefit of stalling, and currently the benefit of stalling is pretty high.
I'm not sure a penalty short of losing the score (or at least make that very likely) would stop stalling on a practical level.
After all that's the main thing that stops stalling now. |
Last edited by dolphinandrew on %b %06, %2020 - %12:%Aug; edited 1 time in total |
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Grod
Joined: Sep 30, 2003
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  Posted:
Aug 06, 2020 - 12:54 |
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If stalling has been nerfed (affecting bash heavy cage teams), then maybe nerfing passing is a necessary balance move? |
_________________ I am so clever that sometimes I don't understand a single word of what I am saying.
Oscar Wilde |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Aug 06, 2020 - 13:00 |
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Deep stalling and advancing in the last turns of the drive should still work even with the Time Wasting rule.
If reliable passing is not anymore doable with any Elf player but a Thrower, then just run and hand off the ball if you need to move it a lot in a turn.
Which D6 roll is required to catch a Hand Off with a non-Catcher AG 4 player?
If it's still 2+, running the ball should be ok.
As an aside, I don't like the AV with the 2D6 roll required to break it, I have to mentally subtract 1 to know the AV I'm used to.
I liked the old system, while I understand that the PA roll saves to check a table and it's a nice change.
I'm an old timer. |
Last edited by MattDakka on %b %06, %2020 - %13:%Aug; edited 1 time in total |
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tussock
Joined: May 29, 2011
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  Posted:
Aug 06, 2020 - 13:10 |
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The only "penalty" in the current game is of course, being sent off immediately.
So, you could score without dice and suffered a turnover ... ball carrier sent off for time wasting at the end of the turn?
That would make it, force them to roll to preserve the stall, and sometimes it'll free the ball up for you.
But hey, wild speculation at this point. |
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