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 Post subject: Blood bowl release changes.
PostPosted: Sun Nov 27, 2016 12:39 pm 
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Credit to Geggster for compiling the list of changes, he did all the work, i'm just Borrowing it for simplicity's sake.

Unless anybody feels really strongly about it, my thoughts are to leave the discussion to change until the end of season 17 to give the new systems 6 months to bed in and let other people have any teething troubles that might appear (additionally, tech support would be needed to be employed to instigate any roster changes to level 10, and I only want to have to ask once, there has already been 1 errata, lets wait for more)

Once you have brought together the Blood Bowl rulebook, Death Zone Season One, Teams of Legend PDF and Errata, you have the following:

From Blood Bowl
• Only what you need to play humans vs orcs in a one-off game
• 4 minute turn limit and Illegal Procedure are moved into optional
• Human Catchers are 60k
• 4 stars: Morg, Griff, Mighty Zug and Varag
• Some skills are shortened due to restricted use in the basic game (then explained fully in DZ)
• Two new Special Play card decks and teams get 1-3 cards (amended in DZ)
• Pitch and range ruler is bigger but understood to be the exact same scale

From Death Zone Season One
• 7 additional rosters: Skaven, Dwarf, Nurgle, Dark Elf, Wood Elf, High Elf and Elf Union (Elf/Pro Elf)
• 6 additional stars: Hakflem, Grim, Roxanna, Jordell, Eldril and Prince Moranion (see errata)
• New Star for Nurgle only – Guffle Pusmaw 5349, 210k (not 110k, see errata), Loner, FA, Monstrous Mouth (cannot be stripped and gets the catch skill), Nurgle’s Rot
• Nurgle Warriors and Beast of Nurgle are now Bloaters and Rotspawn, respectively
• Bloodweiser Babes are renamed Bloodweiser Kegs
• MVP is randomly assigned to one of three selected players
• On sending off (a Foul or Secret Weapon), the Head Coach can Argue the Call. On a 1, Head Coach also sent off & -1 to Brilliant Coaching thereafter. On a 6, player is only sent to Reserves. Turnover still applies (see Q&A)
• Piling On moved to optional and needs Team Reroll to use
• Piling On, Claw, Grab & Wood Elf Treemen have other changes (although see errata)
• Gutter Runners have Weeping Dagger. If they cause a Badly Hurt during a block, player is MNG on 4+
• Some skills/inducements missing but added in Teams of Legend. Fan Favourite and Stakes not in game
• No wizards
• Spiralling Expenses now optional
• Amended rules about drawing & discarding special play cards. Extra cards cost 100k
• Extra league rules on Expensive Mistakes (discouraging large sums of cash), the Off-Season and Re-Drafting for future seasons. Full rules on pages 25-27
• It’s 2493-2494 season (aside from small temporal anomalies)

From Teams of Legend PDF
• Remaining 12 CRP teams covered PLUS Underworld Denizens (Underworld) and Chaos Renegades (Chaos Pact). Document includes some name changes to positional and races
• Animosity, Ball & Chain, Chainsaw, Bombardier, Bloodlust, Titchy, Raise the Dead, Goblin bribes and Halfling Chef all covered
• Treemen on a Halfling roster have Timmm-ber skill and can receive assists to stand up. +1 for each assist from those not in a tackle zone. A 1 is still a failure

Errata
• Piling On still needs a Team Reroll and is optional. Modifiers still apply, though. Claw and Grab skills returned to CRP versions.
• Timmm-ber removed from Wood Elf treemen (only Halfling Treemen have it)
• Confirms Weather roll before inducements and then coin toss (as per CRP)
• Guffle’s cost, Hakflem’s stats and Roxanna’s leap confirmed. Roxanna confirmed as available for Amazons

So Overall Differences from CRP
• 23 teams and 10 CRP stars + Guffle. Human catchers now 60k, Halfling treemen have Timmm-ber, Gutter Runners have Weeping Dagger, Argue the Call, Piling On requires a TRR, No Wizards, Special Play cards
• And in addition, for league play: MVP random from 3 players, Expensive Mistakes, Offseason & Redrafting


Regards
The league commision

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 Post subject: Re: Blood bowl release changes.
PostPosted: Sun Nov 27, 2016 7:22 pm 
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Agreed.

If only for the sake of only making one big change. It might be worth during off season selecting some of the regular players and asking them to play test some of the new rules and see which side of the fence we sit after seeing the rules in a working game.

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 Post subject: Re: Blood bowl release changes.
PostPosted: Sun Nov 27, 2016 9:08 pm 
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While I agree to a point. A few games might not pick up the issues we will see developing over the next few monthe from the whole BB community, i will keep an eye on tff, fumbbl and reddit and see what happens from a much larger test group. If there is a Facebook group looking at it I would appreciate someone watching that for us.

First main concern. Slann are flat gone! What happened to our favourite space frogs???

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 Post subject: Re: Blood bowl release changes.
PostPosted: Mon Nov 28, 2016 1:24 am 
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Sparky speaks sense.

1x Season for everyone else to pick holes in the new rules, then In June/July I will sort out the site (I may need help with EXACTLY what needs changing as I am out of the loop nowadays) so that it matches the new rules. Then after the next season (Dec/Jan) I will make any minor changes required.

Personally I think that if the "Tournament Scene" is moving to the new ruleset then the league probably should for consistency. Im sure that after a year of the new rules then someone like Plasmoid will pick holes in the parts that look broken and you can look a revised CRP+ to address those problems.

TL;DR Change to the new ruleset in 6 months time (To allow GW to address teething problems.

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 Post subject: Re: Blood bowl release changes.
PostPosted: Mon Nov 28, 2016 1:24 pm 
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I also noticed a typo in DZ about Wood Elf Linemen costing 70.00gc instead of 70,000gc. :D

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 Post subject: Re: Blood bowl release changes.
PostPosted: Tue Nov 29, 2016 11:30 pm 
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Not read the rules themselves but on that summary there's minor differences.
I'm a little bit undecided in my head - playing crp may confuse people picking up box and then having to read differences in rules - although differences are minor and depends on % of newcomers we expect. 6 months probably a reasonable bedding in period. I'd probably take this opportunity to erase CRP+ though. Increasingly unconvinced by the changes it brings, and it would leave us 2 steps removed from current rules, which doesn't seem that sensible if we're looking to draw new players in.


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 Post subject: Re: Blood bowl release changes.
PostPosted: Fri Dec 02, 2016 1:58 pm 
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I'm easy, the rules are largely the same and the important nerfs will no longer be required if BC are retiring anyway. If I had to choose personally I'd go with the new rules completely but as was pointed out it introduces issues around some of the teams not being present!

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 Post subject: Re: Blood bowl release changes.
PostPosted: Fri Dec 02, 2016 2:03 pm 
Loud Mouth

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Agreed - really need all the new rules for all the teams before we switch over and "catch up" to current "officially sanctioned" regs. :) (Expectedly looking at the Weeping Dagger for those poor squishy gutter runners... ;) )

BTW, are we still limiting team selection to just two of each race (excepting orcs and 'oomies)?

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 Post subject: Re: Blood bowl release changes.
PostPosted: Fri Dec 02, 2016 6:07 pm 
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would be nice to keep it at excepting orcs and oomies, but we'll take it on a case by case basis, if it doesn't become and issue, then it doesn't become an issue

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