The purpose of this thread is to act as a Team Management thread.
This is where you add players, spend SPP's, buy inducements before matches, and place bets. Please copy your roster below, and post it into this thread. This will allow you to make roster changes which I can then use to update the threads, and update your teams in-game.
I ask that you pop in and give an update when you have updated your roster, so I don't miss it!
Weekly Schedule: (Deadlines 11pm, PST)
Wednesday/Thursday: All matches take place.
Friday: Highlights, scores, and league leaders posted in main GITP Fantasy Blood Bowl thread here on the forums. SPP totals, winnings, and casualties applied to teams.
Sunday: Deadline to spend SPP's and cash.
Monday: Team values recalculated. Inducement money for upcoming matches applied to teams.
Owners wishing to get a little edge can write a pre-match preview for any upcoming match if they wish. Doing so will grant you a 25% discount on Star Player inducements as a result of your fame as a popular sports writer.
Tuesday: All teams updated and ready for upcoming matches. Inducements for upcoming matches must be posted by this time. Any funds moved from reserves to petty cash for inducements must be noted by this time. All wagers in.
If you do not have your roster updated by this time, your team will go into the next match ''as-is''. This means any players who gained experience in the last match will not keep that experience, and if they missed your last game due to injury, will also miss this game! The AI will choose pre-match inducements if you do not (this includes sometimes hiring mercenaries or star players).
Competition Match Schedule
Teams will be split into 2 divisions, and compete against each other every week over a period of several weeks. Scoring will be as follows:
At the end of the regular season, the top points leaders in each division will be qualified for the playoffs. In addition, the 2 teams with the highest point totals NOT in the top 3 of their group will be qualified as playoff Wild Cards.
Teams will then compete in head-to-head knockout matches to progress to the GITP Fantasy Blood Bowl Final. The winner of this game, is then crowned the champion!
The length of season, and number of playoff slots will depend on how many teams sign up.
Betting:
Good news! Goblin Gambling has volunteered to send snotlings to the cup in order to take bets from owners on the outcome of group stage and playoff matches!
Owners will be able to use their available funds to place bets (limit 50,000 per bet) any time before 11pm PST on tuesdays. Payouts will be variable depending on the matchup, with odds released when inducement totals are sent out. Once a bet it is in, it cannot be taken back, so don't get carried away while getting your Pete Rose on!
Inducement Changes:
Some inducements are a huge pain to mod into the game. When the AI runs the matches, I cannot pick the team's inducements, and must manually edit them into a save game. To make this easier on me, I have changed the following inducements:
Spoiler
Wizard: The wizard now gives one player of your choice +1 to any attribute (Strength, Agility, etc), plus one skill which that player could normally take on a non-double advancement roll. This increase will last through the next match.
Bloodweiser Babes: The babes will now give the player of your choice +1 AV for the next match. Hopefully enough to keep him from suffering an unfortunate injury!
Bribes: Price reduced to 50,000. Player of your choice gains Dirty Player skill for next match.
In addition, the Blood Bowl PC game does not offer special play cards or magic items, but in the interest of making pre-match inducements more interesting and hands-on for owners, I am allowing use of the following inducement draws. Purchasing a draw from the 50k, 100k, 200k, and 400k inducement classes allows you to roll once to draw a random inducement from that class. You may purchase multiple draws from multiple classes. Draws and inducements available are as follows:
Spoiler
50,000 Class (roll 1d12)
Spoiler
1. That Babe's Got Talent!
Your team visits the local tavern the night before the game. One of the dancers offers to bring some friends to help the cheerleader squad.
+5 Cheerleaders for next match
2. Running the Option
One of your players has been working with the coaches this week to play the option.
Player of your choice gains the Dump-off and Pass skill for next match
3. Backup Catcher
One of your players had to fill in for a catcher on the practice squad. Turns out he made a passable catcher!
Player of your choice gains Catch and Diving Catch skill for next match
4. Beguiling Bracers
A player has come across the bracers of Count Luthor to use for the match. They are so good they even distract the player wearing them sometimes.
Player of your choice gains the Hypnotic Gaze, Side Step, and Bone-head skills for next match
5. Gloves of Holding
A player puts on a magic salve, Grisnick's Stickum, onto his gloves before the game.
Player of your choice gains Catch and Sure Hands skill for next match
6. Magic Gloves of Jack Longarm
Your team is featured in Spike! Magazine, and the magazine gives you these gloves for your upcoming game.
Player of your choice gains Pass Block skill for next match
7. Good Old Magic Codpiece
Mother always said 'Never play without your codpiece'. After years of being passed from one generation to the next, the magic is still working.
Player of your choice gains +1 AV for next match
8. Distracting
One of your players has been working on getting opponents to pay attention to him, rather than the ball, or his fist.
Player of your choice gains Disturbing Presence skill for next match
9. Gromskull's Exploding Runes
A player purchased some exploding runes from a dwarven runesmith before the game. Although they are illegal, they are highly effective.
Player of your choice gains the Bombardier, No Hands, and Secret Weapon skill for next match
10. Kicking Boots
These boots were made for stomping, and that's just what they'll do!
Player of your choice gains the Kick, and Dirty Player skill for next match
11. Stolen Playbook
You nabbed a playbook for the opponent's coach! He sure will be surprised when you know exactly how to ruin his play!
Player of your choice gains Pass Block and Shadowing skill for next match
12. Witch's Brew
You've spiked the opponents Kroxorade bottle with a witch's concoction!
Choose and opponent and roll 1d6
1 - Whoops! Mad Cap Mushroom potion! Player gains Jump Up and No Hands skill for next match
2 - Snake Oil! Bad taste, but no effect
3-6 Sedative! Player gains Really Stupid skill for next match
100,000 Class (roll 1d8)
Spoiler
1. Butterfingers
One player from the opposing team knows he is just not himself today and ball handling for this game is just out of the question.
One selected opposing player gains No Hands skill for next match
2. Chainsaw
One of your players brings along a chainsaw for the game: not too subtle, but effective.
Player of your choice gains Chainsaw, No Hands, and Secret Weapon skill for next match
3. Extra Training
Your team has been working all week on player better as a united squad.
Your team recieves one extra team re-roll for next match
4. Intensive Training
One player form your team is really psyched for this week's match, and has been working long hours to prepare for it.
Player of your choice gains one extra skill for next match. This can be any skill that he can learn from any non-double improvement roll.
5. magic Helmet
It's magic has almost worn off, but this relic that once protected older generation Blood Bowl players over their entire appears to have enough magic left for one more game.
Player of your choice gains +1 AV and Thick Skull skill for next match
6. One with the Kicker
Somehow one of your players suddenly can read the mind of opposing kickers and can almost always get to where the ball is going.
Player of your choice gains Kick-off Return and Diving Catch skill for next match
7. Stiletto
One player from your team has come armed to even up this match.
Player of your choice gains Dirty Player and Stab skills for next match
8. Team Anthem
The crowd today is really out in full fanatic support. their cheers and encouragement for your team and abuse for the referees and the opposing team has really set the stage for your team to do their best (including bribing the ref for the first coin toss).
Your team automatically wins the coin toss and may elect to kick or receive. In addition, your team receives +2 fan factor for next match
200,000 Class (roll 1d8)
Spoiler
1. Bad Habits
The opposing team has picked up some really bad habits and it's starting to change their ability to work as a team.
Opposing team loses 1d3 team re-rolls for next match only
2. Buzzing
One player from your team accidentally drank some Mad-Cap Mushroom-laced coffee before this match.
Player of your choice gains +1 AG, and the Jump Up, No Hands, and Frenzy skill for next match
3. Duh, Where Am I?
One player from the opposing team was out all night on a bender and is really not ready for this game.
Selected opposing player gains Really Stupid skill for next game
4. gimme That!
One player from your team has been waiting all season to show what he can do - and he wants the ball NOW!
Player of your choice gains Dauntless, Juggernaut, and Strip Ball skill for next match
5. Orcidas Sponsorship
One player from your team has been selected to field-test the latest innovation in Blood Bowl footwear. The air-elemental filled soles make the player especially light on their feet.
Player of your choice gains +1 MV, Sprint, and Sure Feet skill for next match
6. Rakarth's Curse of Petty Spite
Your team has bribed an old witch to curse one of the opposing players.
Selected opposing player gains Loner skill for next match
7. Tackling Machine
One player from your team has been told 'win or else' by the goblin bookies to make good on his gambling debts and he is determined to get his team the win even if he needs to take down every opposing player himself.
Player of your choice gains Diving Tackle, Jump Up, Tackle, and Wrestle skill for next match
8. Magic Sponge
the local wizard's guild is a fan of your team and has provided your team with a magic sponge that offers healing magic to one lucky player.
Your team gains +1 Apothecary for next match
400,000 Class (roll 1d4)
Spoiler
1. Assassin
Your team hires a trained assassin to dope a vital player from your opponent's team to force him to miss the game.
Pick a player from the opposing team. He must miss the next match
2. Doom and Gloom
Due to some cunningly planted rumors and smear campaigns, the opposing team come into the game with some serious morale issues.
Roll a D6 for each re-roll the opposing team has: for each result other than a 1, the opposing team loses a re-roll for the match
3. Morley's Revenge
The opposing team's drinks have been spiked with a powerful laxative which makes several players have trouble getting out of the locker room facilities.
Randomly select (done by commissioner) three opposing players. Roll 1d6 for each player. On a roll of 1-3 that player misses the next match. On a roll of 4-6, he may play normally
4. Mysterious Old Medicine Man
A small, wrinked, cackling man comes to the team offering some of his latest brewed snake oil which he claims will 'cure all that ails you.' Surprisingly it works...too bad he vanished without a trace after selling it to you.
Your entire team gains +1 AV for next match
Game Plans:
Over the course of last season, I noticed that the AI plays a bit of numbers game. It chooses high-percentile actions above others. For this reason, it will tend to play a player in the way he has been developed (though no guarantees!). For instance, a player that gains the Sure Hands skill, will be chosen as a ball carrier more often. Or in the opposite vein, an example from last season: A great ball carrier, the werewolf GGGrrrrrrr, gained a level and his owner chose the Diving Catch skill. From that point on, the AI tried to use GGGrrrrrrr as a downfield receiver rather than a runner, which was disasterous for a team with nobody who could reliably throw the ball, since the AI likes high-percentile actions.
In short, develop your players how you would like them to be used, and the AI will tend to use them that way (though not always!!!).
to that end, every week, each owner will gain 2 Gameplan Points. These points will be lost if not spent for the upcoming match. You may use these points in the following ways:
Spoiler
1 Point:
- Give a player one skill which he can gain on a non-doubles advancement roll for the next match
- Give a player +1 to MV or AV for the next match
2 Points:
- Give a player one skill which he can gain on a doubles advancement roll for the next match
- Give a player +1 to ST or AG for the next match
- Have one extra team reroll available for the next match
- Have one extra apothecary available for the next match
// Note: A team coming off of a bye week has 4 Gameplan Points available for their next game.
Team Rosters:
Spoiler
Styx Rivermen Crow
Spoiler
Crow's Team:Styx Rivermen(Khemri)
Color:Crimson and Gold
Roster:
No.
Name
Title
Cost
SPP's
Skills
1
Varg the Ventilator
Tomb Guardian
130,000
7
Block
2
Bull the Butcher
Tomb Guardian
240,000 (260,000)
85
+1 STR, Block, Mighty Blow, Guard, Multiple Block, (Stand Firm)
3
Stephan the Slicer
Tomb Guardian
150,000
25
Block, Guard
4
Ned the Annihilator
Tomb Guardian
140,000
23
Guard, Mighty Blow
5
Pickaxe Fistinface
Blitz-Ra
160,000
44
Guard, Mighty Blow, +1 MV
6
Hatchet Footingroin
Blitz-Ra
160,000
26
Guard, +1 STR
7
Big Richard
Skeleton
70,000
7
Guard
8
Rooster Wilcox
Skeleton
70,000
13
Guard
9
Oscar Meyer
Skeleton
80,000
23
Block, Fend
10
Tim T-Bone
Thro-ra
130,000
24
Block, +1 AG
11
Bones McCoy
Skeleton
60,000
15
Block
12
Tom Gravy
Thro-ra
180,000
95
Leader, Block, Kick-off Return, Fend, Dodge
Re-rolls: 1 (2, Cup) (70,000 each, 140,000 to buy in-season) Fan Factor: 12 (10,000 each)
Coaching staff:
Assistant coaches (10,000): 1. Mike the Mauler - Linemen Coach
Total: 1,840,000 (1,860,000) (520,000 remaining)
Injuries:
No.
Name
Title
Value
Injury
-
-
-
-
-
Trophies: GitP Fantasy Blood Bowl Cup, Season 2 (+1 Re-roll) Defensive Player of the Year, Season 2, Bull the Butcher
''The bell tolls for you!''
Red Sabres: Aedilred
Spoiler
Race: Human Colours:White and Red
Roster:
No.
Name
Title
Value
SPPs
Skills
1
N. Senn Ricky (captain)
Lineman
120,000
36
Tackle, Guard, Block
2
Vacancy
3
Mal D. Nie
Blitzer
110,000
15
Guard
4
Fernand O.E. Arrow
Thrower
130,000
37
Block, Accurate, Safe Throw
5
Zyss O.Z. Dann
Blitzer
110,000
11
Guard
6
Seb Sha Bal
Ogre
210,000
19
+1 STR, Guard
7
Rowe Oulle
Catcher
110,000
16
Block, Sprint
8
S."Fab" Rickas
Lineman
70,000
11
Block
9
"Fat" Ronald
Blitzer
110,000
13
Guard
10
Fredo D. Stefani
Blitzer
150,000
43
Mighty Blow, Guard, Tackle
11
Morr E.N. Tezz
Catcher
280,000
90
(+1 STR), Block, Nerves of Steel, +2 AG, Leader
12
Vacancy
13
Bry N.O. Dryskull
Catcher
90,000
6
Block
Re-rolls: 2 (50,000 each) including Champions Re-roll Fan Factor: 10 (10,000 each)
Coaching staff:
Assistant coaches (10,000):
1. Lou E. van Gall - Champagne Procurement Director
2. Bry N. Kluff - Head of Nutrition and Catering
3. Rickard T. Punter - Gambling, Drinking and Pulling Counsellor
Apothecary (50,000): 1. Doktor von Krippen
Total spent: 1,510,000 Total value: 1,730,000 Treasury: 465,000 Team value for forthcoming match (Playoff 1): 1730
Inducements for next match: None. Bets for next match: Gameplan points for next match: Trophy Cabinet:
Total Value: 1460 Treasury: 350,000 Team Value for next match: 1460 (maybe?)
Injuries:
No.
Name
Title
Value
SPPs
Skills
Injury
Team Record:
Season 2: 5-5-2 Semi-Finalist
Former Players:
Narchan Tarchol ( DEAD, Patched Plagues, Zombie now )
Jeesh Canori (Fired, For Being Awful At His Job )
Glorious in Victory
Team Bio:
Spoiler
Founded by the noble-born sons of a coastal settlement on the eastern edge of the shining isle of Ulthuan, Tinwë United was more of a club rather than a a proper Blood Bowl team. The boys enjoyed putting on the uniforms and running practice drills and then knocking off early to go hear their bards sing their praises.
Victory has consistently eluded the team over the course of its millenia of existence, though this has little troubled them. To them, the purpose of Blood Bowl was symbolic. All they had to do was shine; base numbers meant nothing. What did it matter if the other team had more -points-, after all? They were still low-born savages, scrabbling in the mud.
Unfortunately for them, supporting a Blood Bowl franchise is expensive. The noble family which had supported them since near the dawn of time recently managed to fully expend their last resources with a certain finality, investing their residuals in a mercantile adventure to sell a breath-freshening concoction to the dwarves of the east. Stepping in to this void is an outside, an elf who has spent his life traveling the world. His name is Ingorian Shenwalfe, and his passion is sport.
With the recent change in team ownership, the philosophy of the team has changed as well. No longer is mere pageantry held as worthy of Tinwë United. Ingorian Shenwalfe has a clear goal; to show the world that Blood Bowl is a game of finesse above all else, and that the Firstborn are the unchallenged masters of that trait.
Past Highlights:
Spoiler
During the entire Age of the Impetuous, Tinwë United faced nothing but other Elf teams. This stifled their growth immensely, and modern day fans are deeply scornful of this era of 'elf ball'.
On the way back to the shining shores of Ulthuan from a foreign tour, the vessel leased for their voyage breaks apart in the midst of a terrible storm at sea ( never trust a Blood Bowl promoter to worry for your safety! ). While adrift and attacked by sharks, Valinor Silvrenruth fended the beasts off by punching the largest of them in the nose, triggering a feeding frenzy centered on the stunned shark.
Tinwë United was the winner of the thirty-eighth Warpstone Invitational in second year of the Age of the Sage. They achieved this signal honor not through any ability of their own, but because the fifteen other teams each beat, bludgeoned and shivved each other into oblivion.
In the second week of the Season of the Sun during the 354th year of the Age of Seafarer, team captain Valinor spent an entire match trading punches with the Ogre Wu Han Ho, center of the Jarlsburg Jarls. Afterwards, Valinor was quoted as saying," He was no shark."
Hellbug's Heroes The Hellbug
Spoiler
Race:Chaos
Colours: Pink and Blue
Roster:
No.
Name
Title
Value
SPPs
Skills
1
Ajax
Chaos Warrior
140,000
19
claws, block
2
Andecembogius
Chaos Warrior
100,000
4
3
Orgetorix
Chaos Warrior
140,000
20
block, guard
4
Vercingetorix
Chaos Warrior
100,000
5
5
Brunbob
Beastman
110,000
24
sure hands, dodge
6
Max Dryhauser
Beastman
100,000
23
mighty blow, block
7
Manny
Beastman
80,000
23
claws, leader
8
Trush
Beastman
100,000
16
block, sure hands
9
Flush
Beastman
120,000
23
diving tackle, +1 MA
10
Adam Mcgillis
Beastman
80,000
8
block
11
Thelonius Magnum
Beastman
60,000
13
sidestep
12
Duke Dangerous
Minotaur
150000
4
Re-rolls: 3 (60,000 each)+1 for leader
Fan Factor: 7
Total spent: 1,320,000
Total value: 1,510,000
Treasury: 640,000
Team value for forthcoming match: 1510
Inducements for next match:
Bets (Final):
Injuries:
No.
Name
Title
Value
Injury
7
Artemis
Black Orc
100,000
Broken Neck [-1 AG]
Fancy-Free
Iron Giants Captain_Obvious
Spoiler
Spoiler
Colours
Gray and Blue
Race: HUMAN!
No
Name
Title
Value
SPPs
Skills
1
Darren Galaviz
Catcher
90,000
12
Block
2
Kurt Axelrod
Catcher
70,000
8
Block
3
Maggrat
Ogre
140,000
1
-
4
Darren Dipalma
Blitzer
110,000
16
Mighty Blow, AG +1
5
Clayton Zucco
Lineman
90,000
6
AV +1
6
Ted Seabury
Blitzer
90,000
10
AG +1
7
"Mad" Max Saravia
Lineman
100,000
21
Dirty Player, AV+1
8
Fred Johns
Thrower
90,000
10
Accurate
9
Javier Rockefeller
Thrower
70,000
2
-
10
James Look
Blitzer
90,000
0
-
11
Lonnie Ruggeri
Blitzer
130,000
8
AV +1
4 re-rolls
1070 000 (20,000 remaining)
Fan factor: +2
History
Spoiler
The underdogs of this season, the Iron Giants have no professional experience whatsoever.
They started in a small and obscure town as a Blood Bowl club. From a fan club, it slowly transformed into an amateur Blood Bowl team, complete with a grizzled coach, John Smith.
Slowly but surely, they rose through the ranks, easily dominating the amateur scene in their district.
Then one of the players had a bright idea, "Why not try for the cup?" Everyone jumped on the bandwagon to much protestation from John Smith.
So here they stand, ready to take part in the first game of the season.
Injury
No
Name
Title
Injury
9
Javier Rockefeller
Thrower
Smashed Collarbone (-1 ST)
MAIM KILL BURN Steilos
Spoiler
Spoiler
"Helloooo Bowl fans! I'm Jim, and I'm introducing the Khornate team that'll light the pitch alight! Literally. You uh, may want to put some water on that."
"Good one, Jim. The team name comes from the team captain. We... don't actually know what the team name is, but that's what the supporters and the captain screams so we'll just go with that. The families of the 20 reporters that died to bring you these figures have not been informed so let me take the moment to say that little Timmy Harvor? Your daddy isn't coming back and no, he isn't in a better place. Jim?"
"Well, Bob, let me just say that you are a terrible person and should feel ashamed for yourself. That out of the way, these firecrackers play PHYSICAL. It's doubtful they even know what a ball is! Passing is not something they really go for and in friendlies they scored a bunch of 0-0 draws that they put down as victories because everyone in the stadium died. Should be a real treat to see them in action, Bob."
"Thanks, Jim. By the way? One of the reporters was your wife."
"WHAT!?"
"Stay crunchy, folks!"
"Oh, god... my poor Mary..."
Spoiler
Race: Daemons of Khorne Colours:Dark Red and Black
Roster:
No.
Name
Title
Value
SPPs
Skills
1
Kaldsorfan the Unstoppable
Herald
130,000
16
Block, Guard
2
Drox, Destroyer of All Dreams
Herald
90,000
5
3
Skullsplitter
Bloodletter
80,000
0
-1 AG, -1 AV
4
Skinflayer
Bloodletter
80,000
4
5
Pierre
Bloodletter
80,000
0
6
Killer Kev
Pit Fighter
90,000
7
+1 MA
7
'Knives' Joseph
Pit Fighter
60,000
2
8
Let-The-World-Burn Pearson
Pit Fighter
80,000
11
Block
9
Rak'er'ewk'tyr'jkk'fa'grt'alg'Southampton
Bloodthirster
180,000
2
10
Carlos "Might be a Tzeentch infiltrator but we'll play him anyway" Francis
Pit Fighter
100,000
17
Leader, Block
11
Bludgeon Barry
Pit Fighter
80,000
7
Guard
12
Vacancy
13
Vacancy
14
Vacancy
Re-rolls: 2 (70,000 each) Fan Factor: 9 (10,000 each)
Coaching staff:
Assistant coaches (10,000): 1. The Immortal Tortured Soul of John Madden -Specialist in Begging for the Sweet Release of Death, also Tactics
Apothecary (50,000): The Butcher
Total spent: 1,230,000 Total value: 1,230,000 Treasury: 110,000 Team value for forthcoming match: 1270 (1210)
Treasury: 220,000
140,000
+ 80,000 (Crud Cup winnings)
Total spent: 1,520,000
1,520,000
+/- 0
Total value: 1,810,000
1,800,000
+ 10,000 (+1 Fan Factor)
Team Value for Forthcoming Match: 1810
1810
+/- 0
The Johnnys' Quest are proud holders of season II’s Crud! Cup. The Crud! Cup grants a free 50k class inducement roll to the team that holds it for each regular season match.
Soft and Succulent
Patched Plagues Necroticplague
Spoiler
Race:Necromantic
Colors: rotten green and pus yellow
Selene's Seductive Strut (Underworld) Season 3: 2-2-1 Triple-S WTFPWNs The Reptile Alliance in week 5 to stay hot, but the veteran orcs of The Fancy Lads are looking to bring The Strut back down from their cloud in week 6!
Styx Rivermen (Khemri) Season 2: 8-1-3 Division-A Champs!Cup Champions! Season 1: 8-2-1 Division-A Champs! Cup Semi-Finalists
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Quote:
Originally Posted by Leriel
I just realized that my first match is against Styx Rivermen argh!!!!!!!!
I'm using gameplan points to give Guard to Skuld (#1) and Gunnr (#3).
If you're lucky the Rivermen will make a slow start to this season like they did the last one. Their front row is a bit less formidable than it was... although still probably more powerful than a rookie team.
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Quote:
Originally Posted by Aedilred
I see we're down for a curtain-raiser against the Lads again. And a punishing schedule for the rest of the season, too!
I'm happy to see the new season starting off like it should. Although this time around, I'm a bit worried that it'll be my team getting murdered in the first game. I have always thought that "Fat" Ronald and Fredo D. Stefani were ex-convicts charged with homicide.
Anyways, I'll be using both of my Gameplan points to give Lucille and Artemis Block.
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Quote:
Originally Posted by Leriel
What about the finess <---> strength settings? I can see them no more in your first post.
Sadly, it is going to be way more work than I want to do each week, for a very subtle effect, so I dropped it. I have my hands full enough as it is ;)
The Rivermen will be looking to take advantage of Die Valkyrie's low AV all around, this week. We'll be using our gameplan points to give Mighty Blow to **** the Destroyer, and Hatchet Footingroin.
Selene's Seductive Strut (Underworld) Season 3: 2-2-1 Triple-S WTFPWNs The Reptile Alliance in week 5 to stay hot, but the veteran orcs of The Fancy Lads are looking to bring The Strut back down from their cloud in week 6!
Styx Rivermen (Khemri) Season 2: 8-1-3 Division-A Champs!Cup Champions! Season 1: 8-2-1 Division-A Champs! Cup Semi-Finalists
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
I'll use my game plan points to give Ajax and Brunbob block for the game. Also, Crow, you should look at the schedule again. I play against Beerd, the Rivermen, and the Plagues twice each.
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Quote:
Originally Posted by The Hellbug
I'll use my game plan points to give Ajax and Brunbob block for the game. Also, Crow, you should look at the schedule again. I play against Beerd, the Rivermen, and the Plagues twice each.
Selene's Seductive Strut (Underworld) Season 3: 2-2-1 Triple-S WTFPWNs The Reptile Alliance in week 5 to stay hot, but the veteran orcs of The Fancy Lads are looking to bring The Strut back down from their cloud in week 6!
Styx Rivermen (Khemri) Season 2: 8-1-3 Division-A Champs!Cup Champions! Season 1: 8-2-1 Division-A Champs! Cup Semi-Finalists
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Mighty Blow only does you any good if you can knock the blighters down. The entire Valk lineup has dodge and not a single Riverman has tackle. The degree to which I wish I had money to bet on that game at 3 to 1 odds is... high.
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Quote:
Originally Posted by Oh My God
Mighty Blow only does you any good if you can knock the blighters down. The entire Valk lineup has dodge and not a single Riverman has tackle. The degree to which I wish I had money to bet on that game at 3 to 1 odds is... high.
Yeah, I'm gambling on the kncok downs I do get to be good ones. With the AI playing, I can't guarantee that the two players I put tackle on will be used to take down high priority targets the way I would if I were controlling the team.
Selene's Seductive Strut (Underworld) Season 3: 2-2-1 Triple-S WTFPWNs The Reptile Alliance in week 5 to stay hot, but the veteran orcs of The Fancy Lads are looking to bring The Strut back down from their cloud in week 6!
Styx Rivermen (Khemri) Season 2: 8-1-3 Division-A Champs!Cup Champions! Season 1: 8-2-1 Division-A Champs! Cup Semi-Finalists
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Aaand the lads have a bye week to kick off the season. Ah, well, it'll give me a week to pray, at least. And figure out how to keep a bloodletter pacified for a week.
__________________
Spoiler
Solomon Yeager by the exceedingly talented The Architect.
Spoiler
Quote:
Originally Posted by Kuma Kode
Steilos Class: Thief Promotes to: Ninja
Skills Vantage - Allows the character to post first in all threads. Insight - Allows the character to see threads at a greater distance.
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Quote:
Originally Posted by Steilos
Aaand the lads have a bye week to kick off the season. Ah, well, it'll give me a week to pray, at least. And figure out how to keep a bloodletter pacified for a week.
For a second I thought you were talking about me, then I realized that "lads" could refer to anybody.
Selene's Seductive Strut (Underworld) Season 3: 2-2-1 Triple-S WTFPWNs The Reptile Alliance in week 5 to stay hot, but the veteran orcs of The Fancy Lads are looking to bring The Strut back down from their cloud in week 6!
Styx Rivermen (Khemri) Season 2: 8-1-3 Division-A Champs!Cup Champions! Season 1: 8-2-1 Division-A Champs! Cup Semi-Finalists
Selene's Seductive Strut (Underworld) Season 3: 2-2-1 Triple-S WTFPWNs The Reptile Alliance in week 5 to stay hot, but the veteran orcs of The Fancy Lads are looking to bring The Strut back down from their cloud in week 6!
Styx Rivermen (Khemri) Season 2: 8-1-3 Division-A Champs!Cup Champions! Season 1: 8-2-1 Division-A Champs! Cup Semi-Finalists
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
For my first round Inducement, I'll use one Igor, one Bloodweiser Babes (Lupus), and leave the remaining 40,000 at the AI's discretion.And silently sigh to myself at our inability to gamble with inducement money (although it makes sense).
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Ok, this is for inducement:
- 100,000 for an extra apothecary
- 150,000 for a wizard, giving +1 STR and Guard to Skögul (player #2).
"Þat kann ek it ellifta:
ef ek skal til orrustu
leiða langvini,
und randir ek gel,
en þeir með ríki fara
heilir hildar til,
heilir hildi frá,
koma þeir heilir hvaðan."
Selene's Seductive Strut (Underworld) Season 3: 2-2-1 Triple-S WTFPWNs The Reptile Alliance in week 5 to stay hot, but the veteran orcs of The Fancy Lads are looking to bring The Strut back down from their cloud in week 6!
Styx Rivermen (Khemri) Season 2: 8-1-3 Division-A Champs!Cup Champions! Season 1: 8-2-1 Division-A Champs! Cup Semi-Finalists
Re: GITP Fantasy Blood Bowl Cup - Season II [Team Management]
Humans, Orks, Norse and Amazon teams all do fairly well at low TR/TS. They have affordable and powerful positionals and mid to cheap rerolls. Pro Elves, on the other hand, require some... growth before they're any good.