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Lizardcore |
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Post subject:
Posted: Jan 10, 2012 - 08:15 AM
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Joined: Apr 07, 2004
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Dwarfrunner wrote: I am with Doubleskulls, I really don't think it alters that much the balance of certain teams. I mean good coaches know how to play certain teams, and play against certain teams. All this talk keeps me thinking that there is a coach playing this team, and HIS skills dictates more the outcome then skills.
This is true when the number of coach is small. After all, that's the way it is in north america. If some people are smart enough to benefit from the caveats in the rules, good for them
Dwarfrunner wrote: But yes, certain teams will always benefit from different Tourament team creations. Really in the end, simpler is probably better.
The question is: how many team do you want to have the potential to win ? If you think the simpler is the better, then I guess you'd go with a TV110 + 5 skills setup ? |
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Daggers |
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Post subject:
Posted: Jan 10, 2012 - 09:12 AM
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Joined: Dec 07, 2006
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Thats kinda what I am leaning towards. |
_________________ Stunty Champion: Golden Sweetbun I-V , Canadian Open 2014-2015, Brewhouse Bowl 2015 (all with the EPIC IRON CHEFS)
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Jonny_P |
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Post subject:
Posted: Jan 10, 2012 - 10:33 AM
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What about a pack of skills for the whole team to divy up? |
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Daggers |
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Post subject:
Posted: Jan 10, 2012 - 10:34 AM
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Thats a cool idea. But wouldn't it likely end up being the same thing. |
_________________ Stunty Champion: Golden Sweetbun I-V , Canadian Open 2014-2015, Brewhouse Bowl 2015 (all with the EPIC IRON CHEFS)
Check out NAFCANADA.ca for the latest tournaments in Canada.
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Jonny_P |
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Post subject:
Posted: Jan 10, 2012 - 10:53 AM
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Maybe. But here is a possible scenario...
Coach 1 - Wood Elf
Coach 2 - Undead
Coach 3 - Skaven
Coach 4 - Halfling
You are allowed a total of 20 normal skills, and 4 doubles skills (no more than one per player)
Divide how you wish.
Coach 1 skills up his two wardancers with sidestep, lineman with leader, and catcher with block (3 norm, 1 dbl)
Coach 2 skills up his two mummies with break tackle, 4 ghouls with block, 2 wights with guard (8 norm, 0 dbl)
Coach 3 skills up his rat ogre with block, thrower with leader, 4 GR with block (5 norm, 1 dbl)
Coach 4 skills up his two treemen with block, 4 halflings with sidestep (4 norm, 2 dbl)
Something like this would really make the team feel like they are building as a team by working with strengths and weaknesses within their team list.
Require all rosters to be submitted together when they pre-register too. |
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zootsuitjeff |
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Post subject:
Posted: Jan 10, 2012 - 12:42 PM
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Joined: Jan 29, 2010
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Jonny_P wrote: Maybe. But here is a possible scenario...
Coach 1 - Wood Elf
Coach 2 - Undead
Coach 3 - Skaven
Coach 4 - Halfling
You are allowed a total of 20 normal skills, and 4 doubles skills (no more than one per player)
Divide how you wish.
Coach 1 skills up his two wardancers with sidestep, lineman with leader, and catcher with block (3 norm, 1 dbl)
Coach 2 skills up his two mummies with break tackle, 4 ghouls with block, 2 wights with guard (8 norm, 0 dbl)
Coach 3 skills up his rat ogre with block, thrower with leader, 4 GR with block (5 norm, 1 dbl)
Coach 4 skills up his two treemen with block, 4 halflings with sidestep (4 norm, 2 dbl)
Something like this would really make the team feel like they are building as a team by working with strengths and weaknesses within their team list.
Require all rosters to be submitted together when they pre-register too.
I think this class of rules could be really interesting, and different from any other competitions. Just make sure not to be able to load one team too heavily.
Also it looks like your example already breaks the rules you set up (2 doubles on Halflings?) |
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Jonny_P |
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Post subject:
Posted: Jan 10, 2012 - 12:55 PM
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As for one team too heavily, at the very most, you will have 11 players on the pitch with one skill each. I think that would be ok. Yes you are taking 11 out of 24 skills for your whole coach-team, but I'd like to leave it open.
I know I wouldn't let anyone on my coach-team be that greedy and take all 11.
As for my example... it seems ok to me, but maybe I missed something.
Halfling team has two treemen. Give them each block. That is two doubles. Other double would include Rat Ogre block, and Lineelf with Guard. Total of 4 doubles skills for the entire team. |
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daloonieshaman |
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Post subject:
Posted: Jan 10, 2012 - 01:00 PM
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Joined: Feb 28, 2003
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ZOOT!
good eye (maybe he meant 1 skill per player but call it as you see it)
The idea is interesting and it does make it more about team unity and less about 4 guys coming from the same place.
would you set a limit say no more than 8 skills to one team? or let the team decide, as one powerful team in 4 will not give you a good overall record.
??Lets suppose it is in Vegas or Atlantic city where there is gambling, would the EOs be required to have the drink girls come around?? |
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daloonieshaman |
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Post subject:
Posted: Jan 10, 2012 - 01:02 PM
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how about 4.0 or 4.4 to make 4 teams at least 11 players per, then add the skill stuff |
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Jonny_P |
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Post subject:
Posted: Jan 10, 2012 - 01:02 PM
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Looks like a cross-response.
I think the term player vs coach is what Jeff referred to.
Probably best to use terms like 'coach' and and 'coach-team' or something for a participant and friends..... and 'player' and 'team' represent models on the pitch. |
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Lizardcore |
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Post subject:
Posted: Jan 10, 2012 - 02:40 PM
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daloonieshaman wrote: how about 4.0 or 4.4 to make 4 teams at least 11 players per, then add the skill stuff
+1 for 4x1.1, then skill stuff.
Anyway, if a team has 11 skills it means another team has almost none. And Tier 1 teams that don't need double can pass them to Tier 2/3 teams, making them more competitive. I think it's a great way to have fair rules but lot of flexibility. Good idea ! |
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Jonny_P |
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Post subject:
Posted: Jan 10, 2012 - 02:49 PM
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Agreed. 1.1 for team building. Then skills picked.
I've never been a big fan of assigning a money-value to skills. It can get confusing for both the TO checking rosters and newer coaches. |
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daloonieshaman |
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Post subject:
Posted: Jan 10, 2012 - 04:54 PM
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Lizardcore wrote: daloonieshaman wrote: how about 4.0 or 4.4 to make 4 teams at least 11 players per, then add the skill stuff
+1 for 4x1.1, then skill stuff.
Anyway, if a team has 11 skills it means another team has almost none. And Tier 1 teams that don't need double can pass them to Tier 2/3 teams, making them more competitive. I think it's a great way to have fair rules but lot of flexibility. Good idea !
Liz, (so that we are on the same page here)
My suggestion of 4.4 for 4 teams is not a 1.1 x 4
it is 4 teams of at least 11 players each splitting 4.4 gold
(then of course the skills)
I was surprised you agreed so fast |
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Lizardcore |
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Post subject:
Posted: Jan 10, 2012 - 05:05 PM
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Arg, then I don't like it
then do you plan on adding inducements ? (to compensate TVs)
Anyway, I don't have to agree / disagree, I'm just providing some bullshits to fuel the discussion |
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daloonieshaman |
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Post subject:
Posted: Jan 10, 2012 - 05:38 PM
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All inducements should apply (other than cards as they are too burdensome) as normal no reason to restrict them. |
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