mal wieder ein report (wieder englisch, da ich hauptsächlich für talkfantasyfootball und impact schreibe.
@gerald: die idee mit megakillball gefällt mir immer mehr
@gerald: die idee mit megakillball gefällt mir immer mehr

Today I played two games against a Tabletop player who plays a lot of systems, so a new perspective on the game - and two losses and two lost heads
Although we had a lot of "good perks" we found out that we didn't use them very often (either because it was not possible or we have been kocked down/injured prior to their use). I had Counter (chance to hit if opponent miss: never had the chance, either opponent hat 80+% hit or I was on the ground), double attack (2 attacks if max 2 movement): I was never close enough, dodge away (move 3 sq. if successfull dodged): most of the time i didn't dodge or this players have been crippled before and dodge was down to 20 or 30%. Although my opponent had passing skills, we never threw the ball (I think we had 1 goal score - just because we wanted to try it).
The most important tactic seemed to be hitting players on the ground. With the -3 modifier, there was a 40% chance of getting a catastrophic injury (permanent injury and off the board for 2 turns). If you did this with a brutal ball carrier you got another -2 (-1 for ball, -1 for brutal). Not to mention a critical attack which gave anoher -3.
Another tactic was hand the ball to a player with dodge skills and higher dodge attribute, move them forward and hope they survive. I had a player with 50% dodge and perks which gave +10% for every adjacent opponent (so at least +10 for the attacking player) and dodge away (move 3 squares after successfull dodge).
compared to BB you need to completely get some thinks off your head:
- moving a player adjacent to make them dodge doesn't work, there is no such thing. you can only move them in a way to make ways longer (move around them) since they can't move diagonal.
- making and taking hand offs is free and doesn't need any dice rolls at all
- no rolls are required for pickups as well
So far, we don't have any idea about a tactical setup, either offense or defense, so we basically moved a wider cage and guarded with all players. Once a player started the hittiting (or tried hitting because the guarder had the first hit) one guard marker after another went away and was not used again (or not often).
I am not good at reviews, don't know if you can use any of it, but no matter what, it have been funny 2 games (especially then I got decapitated and suddenly 2 balls were on the field and there was a dash who scored first.
We both think that killball is really really funny for one off games, but we are very very sceptical about a league (injuries just occur too often and the possibilty to exchange 1 player after each game is not enough when the captain or veteran is crippled). Also, there is no such think as TV and inducements so already hurt teams won't win anything.
The first few ideas we had:
- have a roster with more than 4 players and just choose 4 for the game
- Mega kill ball, make a cross with 2 fields, play with 4 team
if some other killball coach can explain me the perk "Technique attack" - I don't get it (from the reading you always fall down, so why choose it?)