Kill Ball

      Impact bring das von Neomics erfundene Spiel "Kill Ball" raus und werden für das Spiel die Figuren bereitstellen/planen.

      Ich weiß noch nicht genau was ich davon halten soll, aber irgendwie gefällts mir :D

      impactminiatures.com/index.php?option=killball

      Hier noch ein paar spärliche Infos


      Posted: Wed Nov 10, 2010 2:11 pm Post subject:
      Galak read through the rules and has spent a lot of time talking to Travesty about the game. Here's some more information I found.

      "Most of the game is percentile based. For example, to hit the opponent requires a roll under the player's hit skill. To score a goal requires a check versus half the player's throw skill.

      Each player does two things in a turn. Move, and an action (Sprint for extra move, hit something, dodge (try to dodge someone else's attempt to hit them), Guard (auto attempt to hit an opponent who comes next to them), Help Up (pick up a downed teammate) and Get Up (stand up yourself). There are also actions you can take regarding the ball: Attempting to score, attempting intercept a pass/goal throw/scoring attempt/ball attack, throw a pass to a teammate, or at You can do it in either order (Move then action or action then move), but you CANNOT mix the two.. for example, you cannot partially move, hit an opponent,

      Player knocked down roll a d10, and the lower the roll, the worse off they are.

      There are three levels of injury, Knocked Down, Seriously Injured, and Catastrophic Injury. Basically, Knocked Down is no affect (although of course, it leaves the player open to further injury), Seriously Injured is knocked down, with stat decreases for the rest of the game, and Catastrophic Injuries remove the player from the field for two turns (considering a game is 12 turns, that can be more than long enough), and cause PERMANENT stat loss.

      For example, on a base hit, only a 1 will cause a Catastrophic Injury If you attack a fallen opponent (a -3 modifier), all of a sudden, a 1-4 causes the catastrophic injury. Teams in the game as in the book have four players only, so if players are taken off the field with catastrophic injuries, the other team suddenly has a powerplay.

      Oh, and the Hyper Blade part? One of the injuries that a player can suffer is decapitation, and if it happens, the unfortunate player's head becomes a second ball. They even have a mock rule that states if a player gets decapitated, and then after being "healed" scores a goal with his own head, they automatically become The Man, even if they are female."

      You can replace one player after each game, and players can grow in skills. (Things like additional rerolls of injuries, more powerful hits, etcetera)[/i]
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      Ich weiß nicht - irgendwie übertreiben sie es mir jetzt schon mit den BB Ablegern.
      Elfball war noch irgendwie der logische Schluß für Tom ("dann mach ich halt mein eigenes Spiel"), das aber durch die immense Bekanntheit von Bloodbowl wahrscheinlich nicht wirklich den Durchbruch schaffen wird.

      Ich kann mir einfach nicht vorstellen BB und noch 2 Ableger des "gleichen" Spiels zu spielen :)
      hmm...killball seh ich weniger als ableger (kam mir zumindest nicht so in den sinn, elfball schon eher)

      ich spiel seit ca. 23 jahren bb (so in etwa) aber langsam finde ich es arg zeitaufwendig - mich ziehts derzeit irgendwie zu weniger figuren (killball) bzw spieler einzeln zu ziehen (elfball) damit die pausen dazwischen nicht so lang sind.

      nicht das ich schon mehr als 2 elfball spiele (nach alten regeln) am buckel hätte 8o
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      Elfball würde ich wie gesagt (obwohl es diesen Namen hat) auch gerne einmal testen - gibt es dort auch Weiterentwicklungen und ein ausgeglichenes asynchrones Ligasystem wie in Blood Bowl? (Vor allem diese Art der Liga ist für unsere Gruppe zB großartig)

      Weiters: wenn Du weniger Spieler willst - ist Streetball leicht so übel?

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „workshopoldie“ ()

      wie gesagt, ich hab grad mal 2 elfball lernspiele (gegen chris ders auch nicht kann) hinter mir - viel kann ich auch nicht sagen. aber für ein ausgeglichenes system spricht das alle rassen (angeblich) balanced sind und alle gleich gut/schlecht sind sowie das Cap von glaub ich 150 punkten.

      Streetball hab ich noch nie probiert da wir nie ein Feld hatten. Ein BB7 Feld hab ich mal gebaut und ich fand auch das recht lustig - aber halt zu wenig andere die daran interessiert waren. (in elfball seh ich eine chance das in absehbarer zeit ein java client ala javabb verfügbar ist)

      im club sind sicher genug leute für testspiele, aber ich bin froh wenn ich die bb liga unterbring :rolleyes:
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      so, killball erhalten, ausgepackt und ganz kurz überflogen. Es gibt ein Spielfeld, 3 Würfel, 1 Regelbuch und eine ganze Menge spielermarker (sehen nicht schlecht aus und sind auch doppelseitig). Ein paar Metalminis hab ich auch dazu, aber die hab ich mir noch nicht angeschaut.

      Spielablauf ist so das jedes team 4 spieler hat, man abwechselnd spieler aufstellt und in genau dieser Reihenfolge dann bis zu 12 turns gespielt werden. 1 Turn = die spieler mit der Reihenfolge 1-8 sind je 1x dran. Welche actions usw gemacht werden soweit bin ich nicht (nein, auch wenn das regelwerk nur 15 seiten hat :D ), macht aber einen unkomplizierten ersteindruck.
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      Mittlerweile bin ich weiter und ich finds recht einfach gehalten (und das mein ich positiv :D )

      Spieler haben einen move wert der die anzahl der squares angibt, gehen kann man rauf,runter,links,rechts (nicht diagonal!), um 90° drehen kostet nix, 180° 1 move. Dann gibts noch Hit/Attack (genaue bez. weiß ich jetzt nicht), dodge, throw. Diese Werte sind Prozentual, also z.b 40/60/70 usw. Man würfelt mit w100 (bez. mit den beiden 10seitern die dabei sind).

      Ein erfolgreicher hit kann mit einem erfolgreichem dodge gekontert werden, anonsten fällt er hin und verletzt sich vielleicht. Einen Throw kann man interception usw. Ein Spieler kann eine action machen und sich bewegen, oder sich bewegen und dann eine action machen (nicht gemischt!). Es gibt auch noch ein paar gratis actions die man beliebig oft machen kann. Eine Action ist z.b den Spieler auf Guard setzen, das ermöglicht einen Hit wenn jemand in seine Tackle Zone steigt.

      Verletzungen gibts für die dauer des spiels (hit/dodge usw senken) und permanent. Die schlimmste Verletzung ist Köpfen, da sie alle Re-grown und nach 2 turns pause wieder reingeschmissen werden kann ein kopfloser spieler auch seinen kopf wieder holen und damit scoren (wie die anderen auch, ein kopf zählt wie ein ball).

      Teamerstellung ist recht einfach, man hat 4 slots mit den grundwerten, es gibt einen captain, einen leader (unterschiedlich startxp) und 8 zufallsskills, von denen bekommt der captain 3, der leader 2 und die anderen beiden je 1, der 8te fällt durch den rost. Mit den XP kann man sich z.b +10 hit kaufen.

      Nach jedem Spiel gibts TXP (team xp) und man kann auch aus 3 aktionen wählen.

      sieht nach einem flotten spaß aus, da wie auch schon bei elfball man immer wieder gleich dran ist und man nicht immer ewig zuschaun muß - wär evt. mal ein playtest für bb wert :)
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      Original von shlominus
      aber du spiel lieber mal bloodbowl! :P

      guter punkt, aber ich denke Anthony hätte heute nacht zwischen 1:30 und 2 keine Freude gehabt zu spielen :)
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      so, da meine Kids jetzt munter sind und noch einer zu besuch, nur mein englischer report für impact und talkFF.


      Killball - First games done - a report
      --------------------------------------
      In the last two nights I played my first 4 games of Killball against my 12 year old cousin. Here's a little report (at some point I will add a little BB comparisson because I think many Killball Players will have played BB at some point)

      Short report:
      -------------
      We still learn the game and we need about 90min for a game - I suppose to get this down to 45-60min once we are settled with the rules. Game feels fast, because of the alternate player movement (team a, team b,...). First I had the feeling you can't do very much on the tactics side - but after resolving some errors in our play (correct playing of guard, dodges on hits, throws,..) i can see a couple different tactics evolve. For a long term league I think there are to many permanent injuries.

      Long report:
      ------------
      To get a feel for the game mechanics (and not to overload a 12year with tons of information he can't read for himself) we started with a all Starter player team without any perk (BB compare: all lineman team with no skills). We worked out the basic movement/action sequence, tested hitting/dodging and a couple of throws. I won easily 2-0 (cousin said: only because you have bb expierence :) ). In the second game we used the same principle, but this time we choose two teams from the rulebook and played with their M/Hit/Dodge,.. values and ignored the perks (BB: skill positions with their stats but without skills). In 8 of 12 turns he nailed me 2-0 rolling tons of critical hits. I on the other hand crippled one of his players - since it was already late we called it a day.
      Having the feeling we did a lot wrong I sat down reading the rules again (now with some ingame exp. I better understood a lot of rules).
      For the second night we created a new team according to the rules, I had a pretty average team I would say, and my cousin had a monster thrower (he made him captain, and with exp + skills he had 100% sucess rate at score throws - and they couldn't be intercepted). Thanks to his young age and having almost no tabletop exp. he couldn't use him like others would do. We also played the rules correct now and from a pretty open formation on day 1 we pretty much caged at the beginning (taking care of line of sight so we don't get blindside hits - which can't be dodged - use guard correctly,...). Since we couldn't avoid everything, had some perks, slamed players in walls, hit knocked down players the injury rate went up. From the first feeling way to much for a team with just 4 players but after two games the permanent injuries were not as much as it felt. We played a follow up game to see the between the match sequence (nothing for us) and how permanent injuries tear down teams.
      We had no decaptitation (although we tried hard) - so no multi ball game.

      I like the concept, don't know about not beeing able to move in diagonals. Throwing is reduced to straight line or diagonals. Having this easy movement/passing and no need for rulers you can easily scale up the field as you like using whatever you like for a game filed (e.g. Hirstarts). I found (or can't remember now) no rules for balls hitting the wall (liked the BB Dungonbowl passing rules). Once you don't need more then the reference sheet games can get pretty fast and ideal for quick one-off games. For leagues, I am not sure, I have the feeling the injury rate is too high. Maybe having reserves would be nice.

      Some rules I am not sure if we played correct:
      - Page 2 says after a score return to setup phase. USing the same order as the opening setup we had the odd situation that my cousin got the ball and I started to move.
      - Hit: there is no mention of an automatic follow up so we didn't (so if we moved to hit and it was successfull we have been 1 square away. First I thought this is a no brainer (no follow is mentioned, none is made) but since scatter roll 9,10 means that the attacker has the ball it felt weird to knock someone back and have the ball a square away.
      - between game replacements: after 2 games a player will get veteran (getting 2xp), after 4 captain. If I read this correctly, after two games only the starter player can get 2xp because the other already have 2 or 3). After four games a player can get captain but only 1 is allowed, does this mean he stays veteran and get promoted whenever needed (and only then he gets the xp and perk?)
      - Skills that mention adjacent squares. There a couple of them, some of them add +10 hit for every player adjacent, some +10 dodge but there is no mention if a player needs to be on his feet so we also added the modifiers for knocked down adjacent players)
      - Toughness points: in the rules it it just mentioned that they are used to force re-rolls on injury rolls, but not if only 1 can be used or more (we played as many as are available - one time even 3 times because a critical hit rolled a catastrophic inj, rr catastrohic, rr catastrohic, rr knocked down - I guess this saved us from a lot of permanent injuries.

      Pro:
      - copyready and download versions of game sheets and team sheets,
      - quickplay reference on the backside of the rulebook
      -
      Con:
      - No Team value, so not sure how a advanced team would play against a new team (they do have perks and stat increase but they will also have suffered a couple nasty injuries.
      - For leagues I think the Beween game sequence is not suitable (just player replacement), after two games players are veterans, after four you can make one captain (up to a max of 1).
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      ich spiel am freitag 7.1 mein bbaa spiel, ich würde auch killball mitnehmen.
      NAF Regional Tournament Coordinator Austria

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      mal wieder ein report (wieder englisch, da ich hauptsächlich für talkfantasyfootball und impact schreibe.

      @gerald: die idee mit megakillball gefällt mir immer mehr :D


      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?)
      NAF Regional Tournament Coordinator Austria

      BBAA/WOW Champion Saison 2015/2016
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      BBAA Chaos Cup Champion Saison 2001/2002
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