Looks like i'm going to make this one, thats the good news. The bad news is I was not planning on it so I have very few timed. Do they do the BG's in the winter to?
They sure do.
Not sure when was the last time you did Bloodgames, but they are now teams of 10 DYO warriors, one of each style. $10 to roll up, $49 to enter. They run two different Bloodgames arenas at each FtF. One arena runs all at once, over Saturday night, so you can pick up your results in their entirety on Sunday morning. The other arena runs turn by turn for 10 rounds, and allows for strategy/training changes, bloodfeuds, and avoids.
Just email csr or Sandy with your team name, warrior names, designs and styles, and she can either email you the overviews or mail them to you. Or you can roll them up Friday night at the FtF.
_Buri_ ArchMaster Poster
Joined: Nov 07, 2010
Posts: 1040
Location: Asgard
Posted:
Tue Dec 03, 2013 9:16 am
Has the ADM freeze hit yet? Having just received 100, and with 3 turns left, I wanna know if it's safe to bust 'em out.
_________________ Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
The_Mentors Advanced Expert Poster
Joined: Jul 30, 2003
Posts: 178
Posted:
Tue Dec 03, 2013 9:23 am
Thanks OAB. I did make it to Orlando and that was the first time I ran BG. I got slaughted! Hoping to apply some hard earned lessons and fair a little better in Tempe.
_________________ I'm the one they call Dr. Feelgood
One Armed Bandit ArchMaster Poster
Joined: Apr 15, 2004
Posts: 2959
Posted:
Tue Dec 03, 2013 9:46 am
_Buri_ wrote:
Has the ADM freeze hit yet? Having just received 100, and with 3 turns left, I wanna know if it's safe to bust 'em out.
The freeze is supposed to be this coming weekend 12/7-12/8, so while we are unlikely to get minis before the next 100/102 turn, it should be safe to bust. Lee has consistently been doing the ADM freeze six weeks prior to each tourney for the past few years, so I'm planning on going for it.
One Armed Bandit ArchMaster Poster
Joined: Apr 15, 2004
Posts: 2959
Posted:
Mon Dec 16, 2013 12:23 pm
Rumor has it that the prize could be announced as early as today.
Longshot Grandmaster Poster
Joined: Sep 30, 2012
Posts: 934
Location: Vancouver, BC
Posted:
Mon Dec 16, 2013 3:18 pm
One Armed Bandit wrote:
Rumor has it that the prize could be announced as early as today.
This is a little off topic, but where do you live?
One Armed Bandit ArchMaster Poster
Joined: Apr 15, 2004
Posts: 2959
Posted:
Mon Dec 16, 2013 3:25 pm
Longshot wrote:
One Armed Bandit wrote:
Rumor has it that the prize could be announced as early as today.
This is a little off topic, but where do you live?
New York City.
The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10144
Location: on the golf course, in the garden, reading, traveling, and now Consulting
Posted:
Tue Dec 17, 2013 2:49 am
New York City would make a sort of nice prize. Are there eleven of it?
If not, I will contribute El Paso, where I am currently staying.
P.S. Enjoy the snow, snow, snow ............................
_________________ The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
Longshot Grandmaster Poster
Joined: Sep 30, 2012
Posts: 934
Location: Vancouver, BC
Posted:
Tue Dec 17, 2013 8:14 pm
One Armed Bandit wrote:
Longshot wrote:
One Armed Bandit wrote:
Rumor has it that the prize could be announced as early as today.
This is a little off topic, but where do you live?
New York City.
Okay. I was wondering because your messages time stamp was a day head. I thought you were over seas.
One Armed Bandit ArchMaster Poster
Joined: Apr 15, 2004
Posts: 2959
Posted:
Wed Dec 18, 2013 7:55 pm
Tourney announcements started showing up in the mail, today. TMM got his and relayed this prize information to the crowd in Chatzy:
"The manager of each Tournament Champion will receive an exciting prize: Ten Z.A.P. potions, each of which will reset any one of a warrior's attribute areas: his favorite offensive effort or activity level, weapon, offensive or defensive tactic, or learn; a skill area's base, his damage rating (based on his current SZ/ST), or handedness. Each potion that causes that attribute to be rerolled as if that warrior were being newly created; the roll is reversible so you can choose to keep the new selection or revert to the original. A manager will not learn a basic DM warrior's favorites. Five ZAPPs may be traded for a Super-ZAPP, which will guarantee the optimal roll in that area."
Tripwire ArchMaster Poster
Joined: Mar 10, 2008
Posts: 1999
Posted:
Thu Dec 19, 2013 5:02 am
One Armed Bandit wrote:
Tourney announcements started showing up in the mail, today. TMM got his and relayed this prize information to the crowd in Chatzy:
"The manager of each Tournament Champion will receive an exciting prize: Ten Z.A.P. potions, each of which will reset any one of a warrior's attribute areas: his favorite offensive effort or activity level, weapon, offensive or defensive tactic, or learn; a skill area's base, his damage rating (based on his current SZ/ST), or handedness. Each potion that causes that attribute to be rerolled as if that warrior were being newly created; the roll is reversible so you can choose to keep the new selection or revert to the original. A manager will not learn a basic DM warrior's favorites. Five ZAPPs may be traded for a Super-ZAPP, which will guarantee the optimal roll in that area."
Nevermind, I didn't read it through before I posted..
_________________ Active Arenas: Of Wolf and Man - DM 18, DM 81
Alliance: The Iron Council
Longshot Grandmaster Poster
Joined: Sep 30, 2012
Posts: 934
Location: Vancouver, BC
Posted:
Thu Dec 19, 2013 6:44 pm
If I am reading this correctly, you can give one of these Z.A.P potions to a warrior and make their skill base go from a +2 Attack to a possible +4. Is that how it works?
Tripwire ArchMaster Poster
Joined: Mar 10, 2008
Posts: 1999
Posted:
Thu Dec 19, 2013 7:02 pm
Longshot wrote:
If I am reading this correctly, you can give one of these Z.A.P potions to a warrior and make their skill base go from a +2 Attack to a possible +4. Is that how it works?
Sure if you ask them to reroll his skill base for Attack and you are currently +2, he could be -4, -3, -2, -1, 0, +1, +2, +3 or +4 depending on the roll.
That is how I read it anyway.
OR you could use 5 potions and guaruntee he is +4. 5 zapps may be traded for a super-zapp which will guarantee the optimal roll in that area, so the optimal roll for a skill base would be +4.
So you could immediately have a +4 attack, +4 defense AB using all 10 poitions. Nice.
_________________ Active Arenas: Of Wolf and Man - DM 18, DM 81
Alliance: The Iron Council
_Buri_ ArchMaster Poster
Joined: Nov 07, 2010
Posts: 1040
Location: Asgard
Posted:
Fri Dec 20, 2013 4:21 pm
Tripwire wrote:
So you could immediately have a +4 attack, +4 defense AB using all 10 poitions. Nice.
I suspect that is exactly how most of them will be used, thus furthering the lack of parity at the top end. It might be more efficient, however, to use them one at a time, like for a good warrior who just happened to get -2 Defense, for instance. Especially if you don't have a barehand AB at the top of Primus.
Assumption:
You could only use the super-zapp for skill base or damage. For the other attributes, rhythm, weapon, etc, either there is no "optimal roll", or they're not gonna tell us what that is.
Questions:
1) If we use a single ZAP for skill base, is RSI going to tell us what the new base number is? I know they've always been very reluctant to tell us these things.
2) What happens if we use a potion and he comes back exactly the same? Mulligan?
_________________ Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
One Armed Bandit ArchMaster Poster
Joined: Apr 15, 2004
Posts: 2959
Posted:
Fri Dec 20, 2013 7:36 pm
_Buri_ wrote:
Tripwire wrote:
So you could immediately have a +4 attack, +4 defense AB using all 10 poitions. Nice.
I suspect that is exactly how most of them will be used, thus furthering the lack of parity at the top end. It might be more efficient, however, to use them one at a time, like for a good warrior who just happened to get -2 Defense, for instance. Especially if you don't have a barehand AB at the top of Primus.
Assumption:
You could only use the super-zapp for skill base or damage. For the other attributes, rhythm, weapon, etc, either there is no "optimal roll", or they're not gonna tell us what that is.
Questions:
1) If we use a single ZAP for skill base, is RSI going to tell us what the new base number is? I know they've always been very reluctant to tell us these things.
2) What happens if we use a potion and he comes back exactly the same? Mulligan?
I believe 'optimal roll' means result of your choosing within the world of natural possibilities.
So you can use a super-zap to give your AB Fist favorite or Defense favorite learn, but not Very High Activity Level or Dodge tactic, since those do not occur naturally.
So far the consensus seems to be that those two examples above are the most potent super-zaps. As for regular zaps, there has been much debate, but some idea include using a regular zap on a -4 Att or -4 Def warrior. Chances are good that you'll get mode with one use. Zapping particular bad rolls, like unlucky Little damage basic warrior or moderate AL LUs or truly horrible favorite weapons has also been discussed.
All in all, people that I've spoke to seem to have a positive view of the prize. Weaker than 3 favorites potions, weaker than 3 max bonus potions, doesn't allow out of bounds results and is particularly expensive to use on rhythms and tactics, but very flexible and everyone should be able to find a good use for them.
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