
Tournaments
All match reports for the tournament are to
be done manually (not
using the OLBBL report form) and emailed to ElFishski at elfishski@hotmail.com. Input as much info as you
want, the minimum required being the score and casualty
count (specify overtime results). Comments on the match
are welcome, and they will be stored, available for
coaches on demand.
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Coaches Tournament 2007
(special tournament)
Some flavour text about the colleges of magic wanting to be once again more involved in the sport, with spellcasters charged with magically creating players who will last long enough for a tournament to settle on which coach is the most capable. Roar!
When the tournament begins each coach will be assigned a random race (not including big guy or little guy teams) with which to create an experienced team (which lasts for the duration of the tournament only) with a few restrictions:
A maximum of 2 allies will be allowed, but otherwise following the team lists
A total of 48 skills, including 2 +ST, 3 +AG, 3 +MA, 10 doubles, and 30 normals (you may not ignore the stats for normals/doubles)
No more than four skills on any big guys (but you may use a double for +ST as usual)
No more than two non-normal skills on any one player
Every player begins with the minimum number of spps for the number of skills they have (in mvps and passing completions)
Every team begins with fan factor 25, as many rerolls and staff as they feel are necessary, and no excess cash
With 9 coaches signed up, there will be three groups of three coaches and a round robin in each, with the winner of each group going through to a final group of three (no overtime in these matches)
So as not to disdvantage the teams playing first, no spps will be gained by players, and no injuries will carry through to the next round - the wizards magically create a new player to replace any that are injured
To decide which teams are ahead, we have the following list of tiebreakers:
1 - most wins
2 - most ties
3 - (if only two teams are tied) a win against the other top team
4 - highest TD*3 + cas for / TD*3 + cas against
5 - most TDs
6 - most cas
7 - coin toss
The winning coach receives a virtual +2 in FF for all games they plays with any team. If the coach is ejected, injured, or kidnapped, those fans leave (no more +2 FF for the remainder of the game).
The coaches fans do not affect the FF roll (so no -1 modifier for a team with a natural FF of 19). He gets to pick a prize 1st
The runner-up coach of the tourney gets to pick a prize after the winner has picked his along with a virtual +1 in FF (same rules as above)
The third coach who reaches the final three gets to pick a prize third
Each of the prizes listed here lasts for the next season only
| Prize |
Description |
| Coaches Crown |
A special Magic Helmet belonging to the Coach. At the beginning of each game he may nominate one player to wear it for the duration of that game. If the player wearing the crown dies, it is so badly damaged that it is destroyed. |
| Appealing Awe |
The Coach is surrounded by an impressive aura of greatness. He gets to argue decisions by the Ref on a 5+ instead of a 6+ and may ignore every Kidnap Rival Coach and Player Strike Card. |
| Coaches Challenge |
The Coach has a great awareness of what happens in the game, and he has the personality to talk to the Refs. Treat the "Challenge" like a Leader RR. It can be used while the coach is still in the game, but only once per game. It can NOT be used as a 2nd RR, but it can be used during Doom and Gloom. It can be used to reroll a failed argue, even if a regular RR has been used before, but not to rr the argue twice. |
| Charming Chariot |
The Coach is driving to the games in a great shiny chariot which often leaves the magic dealer itching to impress. If the coach decides to take a MI, he may roll a d6 before the card dealing happens. On a roll of 5 or 6, he gets two Magic Items, one of which he has to drop after looking at both. He has to show the card he drops to his opponent at the beginning of the game. On a roll of 1, the card dealer is so annoyed by the coaches arrogance that he sells a complete bust scroll. The scroll crumbles to dust on first sight without effect.
(due to how carding is done, the possible additional 2nd MI has to be drawn after the initial drawing procedure - This may potentially lead to both coaches holding the same MI, but thatīs okay)
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| Weighted Coin |
Because of the status this coach has achieved, they are able to intimidate the ref into letting them substitute their "special" coin at the start of most games. On the initial coin toss of each game (and ONLY there) roll a d6. On a result of 3+, the coaches team will win the coin toss. On a 1 or a 2 the opponent wins. |
| Final Group |
| Team |
Fizban (skaven)
 |
Khel (dark elf)
 |
ElFishski (chaos dwarf)
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| Ratio |
0/0 |
0/0 |
0/0 |
| Games |
| Fizban v Khel |
Fizban |
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| Fizban v ElFishski |
ElFishski |
   |
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| Khel v ElFishski |
ElFishski |
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