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Group managers: Tomay
Teams:
13 Goblins, 1 Troll, 1 Bombadier, 1 Chainsaw

Goblins: Standard Goblins
Troll: +AG+AG Strong Arm Accurate
Bombadier: +AG
Chainsaw: Standard Chainsaw
No Apothecary, No Re Rolls

Turn Sequence:
1st - Move any Goblins. Goblins may only move who have been thrown into the opposition half.
2nd - Throw Team Mate: Troll must try and throw a goblin.If your troll is unable to make a TTM action, or is injured you must end your turn here.
3rd - Bombadier: Your bombadier may move and make a bomb action. If the bombadier is unable to make a bomb action, you must end your turn.
4th - If everything successful, you can blitz a goblin (only) in your own half with the chainsaw.

Rules:
Players may not move into the opposition half on the ground, they must be thrown only.
When a goblin reaches the end zone, it is considered "safe" and cannot be blitzed or have a bomb thrown at it.
You can only proceed to the subsequent step of the turn if you have completed the current step. Ie, you cannot make a bomb action without first completing a TTM and you cannot make a chainsaw blitz without first completing a Bomb action.
No player may ever make a block action.
Watch out for the ball, it could get in the way and end your turn.... too bad!

Scoring:
1 point for each goblin who makes it to the end zone.

Strategy:
You can choose to either throw your goblins at the opponents troll to take them out or to put them in a good scoring position.








Oi





SWL Dodgeball
The goal is to eliminate the opposition by hitting them with the ball or by intercepting their throw.
When a player is eliminated they must make their way to the end zone, at the end of the game, points a determined by the amount of players in the end zone.

The Turn:
1st: move any players eliminated since your previous turn to the end zone.
2nd: Any moves you make must involve either a hand over or passing action. You cannot make move, block, blitz or foul actions.
3rd: One pass attempt must be made each turn. The pass attempt must be aimed at the opponents side of the pitch.

Elimination:
Fail a pickup
Fumble the ball
Drop a pass
Fail an Interception
Hit by the ball

Teams
11 players
0 re rolls

Set Up: No one in wide zones, no one on LOS

Other Rules:
At no point can a player cross to the other side of the pitch
A player may not end their turn on the LOS, if they must, they are eliminated
If you are unable to reach the ball in your turn, you lose the game.

Players: 7347

3 Catchers: Pass Block, Catch

3 Corners: Sure Hands

2 Snipers: Accurate, Pro

2 Throwers: Strong Arm, Pass

1 Bomber: HMP