View Poll Results: What should the new look divisions look like?
- 41. You may not vote on this poll
No change! I fear change!
Triplets! I love triplets!
GC's lovely 1-2-quad based tier system. It's clearly the best!
Results 6,681 to 6,700 of 8290
17-08-2012, 02:51 PM #6681
Imagine that elf was a wardancer with one less move but with leap and dodge. And still only level 4. Shame she's in an MM team really. Especially as that team also carries another MV9 wardancer, an MV8 thrower and an AG5 lino none of whom are above lvl 4. Elves are truly blessed
17-08-2012, 02:56 PM #6682
- Join Date
- Feb 2012
I have a team with st4+frenzy wardancer. She also has niggling injury and -av. Talk about a glass cannon!
17-08-2012, 02:56 PM #6683
Yeah, "being a wardancer" is pretty much the only way that player could be better. I do like the MV10 though, only needing one push to get a 1TTD is pretty nice.
I've also got a ST4 wrestle dodge tackle catcher, a ST4 block dodge leap frenzy catcher, an AG5 wrestle dodge leap catcher with AV6, and an AG5 block dodge leap jump-up blitzer. Truly Nuffle has blessed that team.
17-08-2012, 03:19 PM #6684
- Join Date
- Apr 2012
Oh this is a fun game. Which player would be most improved by getting +2MV, +1ST, +1AG and a normal skill roll? You could have a:
7 5 4 9 Block (Chaos Warrior)
9 4 4 8 Block, Guard (Human Blitzer)
7 3 4 6 Sure feet, Dodge, Stunty, Right Stuff (Halfling)
17-08-2012, 03:23 PM #6685
I still think wardancer - MV10, and start with block dodge leap so you could take strip ball, no cage would be safe.
17-08-2012, 03:36 PM #6686
Zombie MV6, ST4, AG3,? I jest.
Werewolf MV10, ST4, AG4
Skink MV 10,ST3, AG4 (stunty)
But the ultimate?
Fanatic MV5, ST8, and you can stuff your + ag for grab or something.
Oh, and a reg skill? Block,sure feet or dodge on the WW, sure feet on a skink and the fanatic should be grab+stand firm because of recycling + AG
Last edited by Heliocentric; 17-08-2012 at 03:40 PM.
17-08-2012, 03:40 PM #6687
It'd be wasted on a fanatic: +AG's useless, and you'd be better skipping the +ST for block. The two +MVs would be awesome, though.
17-08-2012, 03:40 PM #6688
- Join Date
- Apr 2012
Yes, the wardancer is pretty amazing. I'm trying to think outside the box a bit.
I like the fanatic, but the rule is that you have to take the +1AG, so there's some bloat there. Maybe a pogoer? 9 3 4 6 Dodge, Leap, Very Long Legs, Sure feet?
That's a scoring machine! Leap on a 2+ and a range of 11!
A vamp? 8 5 5 8 Block, Blust, Hypo, Regen?
17-08-2012, 04:11 PM #6689
Maybe a better question is what players wouldn't be awesome with those stat-ups... maybe a snotling? ;-)
17-08-2012, 06:12 PM #6690
17-08-2012, 06:25 PM #6691
17-08-2012, 07:57 PM #6692
MV4, ST7, plus normal skill (block or pro) treeman would be amazing.
17-08-2012, 09:42 PM #6693
- Join Date
- Jun 2011
- Cork, Ireland
In Nuffle We Trust 1 - 3 The Top Brass
* 1st drive:the gobbos push down the left flank and set up a defensive line around the pogoer with the ball.
* A lone elf gets through and sends him surfing while the ball flies into the goblin half with a couple of elves in close attendance. A TD soon follows.
* One key turn had 3 goblins being badly hurt in successive blocks.
* 2nd drive: an attempt at a 1-turner by the gobbos which ends with the goblin face down and the ball free in Elf territory.
* Elves recover the ball and get ready for another passing move to get a second TD.
* Foiled! The pogoer, in an unusually competent move, leaps the defensive line, knocks the thrower down on a 1d block and manages to pick up the ball with an elf beside him
* 3rd drive: the Elves do their usual slick passing move resulting in a TD...
* ...eventually. The first three turns were spent picking up the ball as a rash of 1s means the ball was up for grabs near the line of scrimmage for a dangerously long time.
* 4th drive: the Gobbos pull off a text book 1 turn TD, amazingly enough. They're triers, I'll give them that. ;)
* By this stage, with 4 normal injuries and all 4 secret weapons off the pitch, the goblins are a little light in defence.
* 5th drive: the elves score on their final turn, quite comfortably due to severely outnumbering the gobbos.
* 6th drive: time enough for one more failed attempt at a 1-turner by the gobbos.
* Overall a good, fun game, with some, ahem, unpredictable dice.
17-08-2012, 11:12 PM #6694
Brewery Management (Dwarf, Alini) vs Dread Pool (Dark Elf, me)
Final score: Brewery Management 2 - 1 Dread Pool
Well, that was a colossal nuffling. Let's look at the stats...
Those block results show what I cam up against. Dwarfs are already terribly efficient blockers, but when nearly half (~45%) of their dice come up Defender Stumbles/Defender Down, and several of them have Mighty Blow, the results are not pretty.
Meanwhile I realised on turn 6 of the first half I'd yet to roll any Defender Stumbles/Down in the whole match so far... in fact you can see how successful my blocking was from the 2d6 results:
Eight armour rolls.... wow. And only one of them succeeded!
Because of that, I burned through my TRRS so quickly, while Alini used only one in the whole match!
Also, two of my linemen were killed - fortunately the most expendable of my players - and a third lineman suffered a potential career ender (-1 AV). He's one of my guard bastards too :/
Just... hell of a match. Nuffle gave me the F--- YOU dice.
18-08-2012, 02:06 AM #6695
18-08-2012, 02:12 PM #6696
- Join Date
- Feb 2012
I also recently played against a dwarf team. While I had better luck than you did, I too, had trouble breaking their armour. Out of 44 armour rolls, only 4 broke through. Them dwarves are real bastards!
18-08-2012, 11:39 PM #6697
The London silly nannies (Cha) 0-1 Barebone Bareboners (Khe), div G
Pretty fun match, driven by Jojo's claw minotaur and my walling up of the ball. Ended 7-7 on the pitch, TD on turn 8 and holding off the ball from Jojo's hands the whole second half (while he managed to send off two TGs with his clawing flurry of horns).CWalker00> SKYDANCER YOU UTTER BOLLOCKS
19-08-2012, 12:34 AM #6698
Div H: Anupshi Rises (KHE, Dog Pants) 1 - 1 Xenny's Berserkers (NOR, Xenny)
This game was plagued by Nuffle and Cyanide. After a premature fireball out of Xenny's control (you can get treatment for it I believe) courtesy of Cyanide the first game ended in a disconnect. Much to the relief of Xenny I imagine, who lost her Yheti on the first turn from a double skull/double skull reroll and knockout, amongst other things.
The game proper begins in fine weather with Anupshi Rises kicking. The ball lands close and in a disturbing mirror of the former game the Yheti manages to put himself down on the first blitz. In an attempt to capitalise on an early turnover, the Khemri surge forward and for their trouble receive a knocked out Tomb Guardian courtesy of the Amazon star player moonlighting for the Berserkers. The Norse force their way forward until an opportunity presents itself for the ball carrier to break the cage and dash forward with a pair of bodyguards. The cluster is caught by a blitzing Tomb Guardian who sacks the ball carrier, who hands off to a thrower. A short melee ensues, but the Thrower breaks free and is barely intercepted by the skeleton backstops. The thrower succumbs to the skeleton harassment on the touchline and the ball is knocked out of bounds, landing in no man's land in the middle of the Khemri half. After over committing at the beginning of the drive the slower Khemri are still struggling to fall back in time, and despite a failed pickup Xenny's Berserkers recover the ball and plough a path for the carrier to run in a touchdown shortly before the end of the half. With little time left on the clock the rest of the half is quiet, only remarkable by an ambitious Norse charge which reached the ball but was unlikely to lead anywhere.
The Berserkers kicked deep for the start of the second half, and Anupshi Rises cage a zig-zag path up the field to the centre line in an attempt to throw off the (admittedly more agile) Berserkers. As they cross the half way line the carrier is caught in a Norse charge, but the Thro-Ra recovers and breaks right into empty space on the Berserker side, accompanied by a Tomb Guardian. An unfortunate Norse runner tries to intercept, only to inflict more damage on himself, and the last marking man is flattened by the Tomb Guardian escort as the Thro-Ra equalises around the mid point of the half.
The Berserkers, by now several men down, form up for a strong attack on their left flank. However, failing to pick up the ball gives the forward deployed Khemri the opportunity to storm down the right flank and retrieve the ball. Relatively unsupported, the carrier is quickly sacked, but a quick recovery leads to a likely surprise touchdown before the end of the match. Fortunately for Xenny's Berserkers the amount of beer on the Norse side of the pitch led to the skuttling Thro-Ra losing his footing twice in a row and falling short of the line. The whistle blows for a hard fought draw.
19-08-2012, 01:05 AM #6699
Didnt realise we were so close to the deadline, hopefully we'll get our game in tomorrow.
19-08-2012, 02:45 AM #6700
The spreadsheet must be wrong as the Divisions only started on 13th/14th, which would imply an end-date of the 23rd/24th.