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Tournament NameHall of Fame Derby
Organizer NAF nameBeorg (17594)
OrganizerDavid Burroughs
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2019-03-02
End Date (YYYY-MM-DD)2019-03-02
TypeOPEN
Styleresurrection
ScoringWin 30, Tie 10, Loss 0
Cost$20/$15 NAF Members
NAF Fee Includedno
NAF Member Discountyes
EmailEbbltournaments@gmail.com
WebpageEverett Blood Bowl League Tournaments

Tournament Statistics

Winner

Vice (25799)Dark Elf

Runner up

burk (16657)Chaos Chosen

Most Touchdowns

Most Casualties

konflyct (22832)Orc

Stunty Cup

Best Painted

Other Awards

burk (16657)Chaos Chosen
Players' Choice Award
Bosco (26387)Dwarf
Best Defense
 
Tournament Location
AddressOrdo Fanaticus
 717 SE Main St
CityPortland
StateOR
Zip97214
NationUnited States

Ruleset Document

Information
This four game tournament will include all twelve of the currently-published "Hall of Fame" teams from Death Zones 1 & 2 and Spike Magazines 1-4. Only one of each team will be allowed for a mamximum of twelve players. Players must pick a team from those remaining when registering. No extra skills, players, or inducements may be purchased. Each team's special rules will be in effect. All teams will have a 2,000,000 gp TV. The tournament organizer will reduce those teams over 2 million TV to that value by eliminating fan factor, cheerleaders, and assistant coaches equally until 2 million TV is reached, beginning with the highest value of these three.

For schedule see, Facebook link.

Tournament Report
We learned quite a bit about the Hall of Fame teams from this tournament. Most importantly, each team needs to be treated similarly to a star player. The cost of each team, like star players, is not what you would arrive it if you built the team from the ground up. However, some skills and the removal or negative traits from some players are difficult to estimate in terms of TV. For example, it it unclear how much it should cost to remove "secret weapon" from a goblin fanatic or to add hypnotic gaze to a renegade human lineman as they are not normally available. The Celestial Comets team special rule which allows them to teleport from one trap door to the other can be very powerful but can be mitigated through careful placement of players by the opposing coach. We ruled that an Elf player may not teleport if he begins his turn on the trapdoor as the rule says "move into" the square with the trapdoor. In addition, we ruled that if an opposing player is pushed off the trapdoor into another player, the direction of the "push" fro both players should be determined randomly (as the rules indicate that the player on the trapdoor is pushed in a random direction). The Greenboys goblin team should not be underestimated. Having "secret weapons" that do not count as secret weapons to to their team rule is quite an advantage. None of the teams appear to be "optimized" in a traditional sense. For example, the Orcland Raiders have only two each of blitzers and black orcs as opposed to the typical build of 4 of each. Some other players have very unusual skill combinations. For example, the zombie on the Champions of Death team who has AG3 and jump up but no other skills save regeneration. The unusual team builds and skill choices require coaches to think differently about their approach to the team, even if they are otherwise familiar with the race.
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