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Thread: Experimental LRB 6.0

  1. #1
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    Experimental LRB 6.0

    Experimental LRB 6.0

    The 2008 BBRC Rules Review for Blood Bowl.
    2008 Rules Review:
    low res (5meg): http://www.blood-bowl.net/LRB_PBBL/L...008_lowres.pdf
    high res (16meg): http://www.blood-bowl.net/LRB_PBBL/L...mental2008.pdf

    New Teams (BBRC Endorsed and NAF ranked ... not officially part of the published Rules Review):
    LRB 5.0 document: http://www.blood-bowl.net/LRB_PBBL/N...s2008_LRB5.pdf
    LRB 6.0 document: http://www.blood-bowl.net/LRB_PBBL/NewTeams_LRB6.pdf


    While some will disagree I really like these rules updates. My Goblins can get skills and Safe Throw is wonderful for my Elf teams.

  2. #2
    Librarian the anti santa's Avatar
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    Re: Experimental LRB 6.0

    I feel this was a pretty pointless alteration.

    They have really just tweaked a few things and not addressed many of the larger flaws in the game.

    Orcs were left untouched, when they are too strong as were humans and they are too weak. Most importantly the Amazons were not changed when they are such a dull and uninspired team.

    Khemri also didn't need a nerf as they were never that powerful in the original LRB5, I'm astounded that so many people found them tough to beat. Mind you this may well be due to the fouling rules changing to encourage brainless fouling over a precision strike at key targets.

    Boosting vamps, flings and gobbos a bit is good and chaos and necros getting some help was nice as well. But if you look at the new document the changes are few and far between.
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    Librarian richy376's Avatar
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    Re: Experimental LRB 6.0

    Thanks for posting this here Marlow.

    It does seem like more of a tweak than a big change, but I'm not unhappy with that. Some of the changes to the skills are interesting - my regular opponant uses a human team with two catchers both with diving catch, and they were annoying enough without the new +1 to catch an accurate pass. Guess I'll have to put more effort into making sure they aren't on their feet to catch the ball.

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    Re: Experimental LRB 6.0

    I have to say I'm really liking the Slaan team.
    Anyone can do whatever they want with their armies, it's how the user is which reflects on how good or bad the game is.

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    Re: Experimental LRB 6.0

    I'd wish they'd lower the re-rolls of Nurgle's Rotters to 60,000 - God knows they need it.

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    Re: Experimental LRB 6.0

    Quote Originally Posted by StefDa View Post
    I'd wish they'd lower the re-rolls of Nurgle's Rotters to 60,000 - God knows they need it.
    Compared to who? The Rotters have already been found to be better than "vanilla" Chaos.
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    Re: Experimental LRB 6.0

    On the rules themselves, I do have to say it's minor tweaking but that isn't a bad thing at all.

    And I am now contemplating models for a Slaan team!
    Anyone can do whatever they want with their armies, it's how the user is which reflects on how good or bad the game is.

  8. #8
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    Re: Experimental LRB 6.0

    Quote Originally Posted by the anti santa View Post
    I feel this was a pretty pointless alteration.

    They have really just tweaked a few things and not addressed many of the larger flaws in the game.

    <<< MORE HERE >>>

    Boosting vamps, flings and gobbos a bit is good and chaos and necros getting some help was nice as well. But if you look at the new document the changes are few and far between.
    I'd hardly call it pointless. As you pointed out there are some pretty big skill changes - Not needed to move at least a square to benefit from Horns in massive for example, and lets beastmen break away from being trapped or marked ALOT easier. The buff to High Elves with Safe Throw is also huge, as anything that doesn't cause a turnover is mentally good. I mean now, if nothing else is open, they can risk a long bomb down the field to that catcher knowning that even if they don't make the 4+ roll, only a 1 will end the turn. Turns up High Elves no end. Shadowing and Tenticles both change to make it easier for the escapee, effectly slowing down the OBSCENE Beast of Nurgle (an unfortunate side effect being the further nerfing of Dark Elf Assassins, along with the Stab nerf). Flesh Golems cheaper, Wood Elf catchers less reliable thankfully, Undead nerf and buff, Khemri brought down AGAIN, the list is pretty huge when you take into account three new teams on top of all that. And the best thing ever, Dwarf Rerolls have FINALLY gone up to 50k (there IS a God people!).

    Pointless? That's the last thing I'd call it.

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    Librarian Darkson's Avatar
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    Re: Experimental LRB 6.0

    Quote Originally Posted by Autobot HQ View Post
    Shadowing and Tenticles both change to make it easier for the escapee, effectly slowing down the OBSCENE Beast of Nurgle (an unfortunate side effect being the further nerfing of Dark Elf Assassins, along with the Stab nerf).
    Not quite true - the chance of escaping has stayed the same percentage-wise, it's been reworded to remove FAQs on the uses of rerolls and Pro (which still wasn't 100%).

    So yeah, if you regularly saw tentacle/shdowing players with Pro, it has weakned the skills for them, but for the majority of players with the skills, no it's not might any difference.
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    Commander StefDa's Avatar
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    Re: Experimental LRB 6.0

    Quote Originally Posted by Darkson View Post
    Compared to who? The Rotters have already been found to be better than "vanilla" Chaos.
    Not compared to anyone. I simply time and again find 70.000 to be too much.

  11. #11
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    Re: Experimental LRB 6.0

    Quote Originally Posted by Darkson View Post
    Not quite true - the chance of escaping has stayed the same percentage-wise, it's been reworded to remove FAQs on the uses of rerolls and Pro (which still wasn't 100%).

    So yeah, if you regularly saw tentacle/shdowing players with Pro, it has weakned the skills for them, but for the majority of players with the skills, no it's not might any difference.
    Most definitly for Tenticles, it's just after block as most useful skill a Beast of Nurgle can have in our league. Shadowing not so much, I think that's just our Darkie player feeling a bit left out in the rain with his Assassins. Bless him.
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    Veteran Sergeant tassiewargamer's Avatar
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    Re: Experimental LRB 6.0

    The slann look very, very interesting.

    Looks like a new team next year.
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    Re: Experimental LRB 6.0

    To me Slann are a Wood Elf Varient team. Somewhat weaker start due to different starting skills, however they have some interesting options.

    Two Catchers with Kick off Return combined with Diving Catch allows them to cover nine squares from there end zone having a chance to catch the ball on kick off. Strength & Agility access on the Blizers allows for good skill combinations.

  14. #14

    Re: Experimental LRB 6.0

    Can someone please tell me if these are official (proposed) rules or just something someone made up? It's unclear to me, since they're link from blood-bowl.net and not somewhere official.

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    Re: Experimental LRB 6.0

    These are the offical Play Test rules for Blood Bowl.

    In October 2009 the BB Rules Committee will vote on each change to see if it is added to the Official Blood Bowl Rules or rejected. Once updated in November 2009 this will be the document you will download from the GW Site.

    So you have one year to play test these rules and report back on if you found they worked or did not work. W'Elf Catcher have Sprint to bring down the teams Win Percentage as they are winning too many games in Leauges.

  16. #16
    Librarian Darkson's Avatar
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    Re: Experimental LRB 6.0

    Quote Originally Posted by Marlow View Post
    These are the offical Play Test rules for Blood Bowl.

    In October 2009 the BB Rules Committee will vote on each change to see if it is added to the Official Blood Bowl Rules or rejected. Once updated in November 2009 this will be the document you will download from the GW Site.
    And LRB6 will be the last LRB for a good few years. JJ has decided that after next years review the rules will be locked down, for at least 5 years.

    The reason it's hosted on BB.net is because now the SG website is gone, there's nowhere on the GW to put it, as they don't want the experimental rules up, just the official ones. It's hosted on BB.net with JJ's blessing (and it's also hosted [or will be] on the NAF site, last I heard).
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  17. #17

    Re: Experimental LRB 6.0

    Well I played my 1st game over the weekend using my chaos pact team and got a 3-0 win over a Skaven team, I had a fair bit of luck which helped but on the whole there a solid team, slann team look good but I feel underworld are gonna be the team to watch out for, I have visions of an army of 2 headed, big handed goblins dodging into tackle zones on 2+ and picking up the ball on 3+
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  18. #18
    Chapter Master Cirrus the Blue's Avatar
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    Re: Experimental LRB 6.0

    Quote Originally Posted by the anti santa View Post
    I feel this was a pretty pointless alteration.
    I actually disagree. I feel the skills list pretty great now! That is - besides them ignoring Wrestle and keeping it as a General skill. *groan* I really like what they did with Diving Catch, Safe Throw, and Shadowing especially. Also Tentacles is a little bit better, too.

    Also the fact that the Wood Elf team suddenly isn't so violently eff overpowered anymore!! That singular extra movement point being sliced off of the Catchers and them being given Sprint instead makes more than a world of difference in my honest opinion. Truth be told, they should've tweaked a few more things I'll agree with you on that, but for now, overall I'm pretty satisfied to tell you the truth.

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    Re: Experimental LRB 6.0

    Quote Originally Posted by Cirrus the Blue View Post
    Also Tentacles is a little bit better, too.
    Not that I have worked out the change myself but there is apprantly no difference between the odds with old and new Tentacles and Shadowing. The changes were to make it easier on who could use rerolls.

  20. #20
    Marine vomitbrown's Avatar
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    Re: Experimental LRB 6.0

    Quote Originally Posted by Marlow View Post
    These are the offical Play Test rules for Blood Bowl.

    In October 2009 the BB Rules Committee will vote on each change to see if it is added to the Official Blood Bowl Rules or rejected. Once updated in November 2009 this will be the document you will download from the GW Site.

    So you have one year to play test these rules and report back on if you found they worked or did not work. W'Elf Catcher have Sprint to bring down the teams Win Percentage as they are winning too many games in Leauges.
    The whole "sprint" or "-1 movement" to the catchers really annoyed me, mostly because I like the wood elves and I don't think they needed tweaking. I agree that there wasn't anything world chattering added to the games other than the new teams. I can't wait to field an Underworld team, just cause I love the Skaven and Gobbos are funny.
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