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Gridironman
Last seen 13 hours ago
gridironman (32173)
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2024

2024-07-10 08:20:50
rating 0
2024-07-06 19:44:23
rating 6

2023

2023-03-29 22:27:12
rating 5
2023-03-27 02:17:45
rating 6
2023-03-20 06:55:44
rating 6
2023-03-20 06:55:44
3 votes, rating 6
7s Estalian Rugby League Brings Back 7s
The Estalian Rugby League utilizes the 11s pitch with markers for setting up properly for kickoffs. It is the only operating 7s league at this time. However, I am currently recruiting for the HDBC 7s league that is in hiatus. Draft League Europe has a fun human roster 7s variant. Therefore, the itch to play standard 7s is currently only represented in the ERL within the constraints of the FUMBBL client. One factor involving the ERL is that 4 skill players graduate into the Tilean Super League Draft. Coaches that have a 7s and 11s squad within this ecosystem can draw one of their players to their team prior to the draft. That being said, low TV play is truer to the spirit of the chaos that 7s is meant to provide. Cycling out developed players is a general good from this perspective. This league is currently divided into East and West divisions on the Estalian map.

Each team hails from an Estalian city and has a nickname. The Estalian economy is boosted by the affluent Tilean city states' trade. This decidedly mutual but uneven relationship has extended to the world of sport. The premier league of Tilea is known as the Tilean Super League draws talent from the Estalian region. It is a matter of great prestige for a Tilean city to best its peers. Unlike most draft leagues, the Tileans employ rowers drawn from their rowing merchant marine. These rowers hard living has made them prone to what could be described as mutations that are also seen amongst those of the lower class due to poor hygeine.

These teams are drafted into with a passer/signal caller with leader, sure hands, safe pass, and pass to enable a free RR each offensive drive with a competent passer. An ogre/Center with the kick teammate skill added to enable throw to a halfling who is then kicked near to the end zone for more high tension moments. A standard human catcher/receiver is provided diving catch so pick up rolls and dodge outs remain difficult--but catches on a 2+ for a more feasible pass attack. All Blitzers/Linebackers have the kick ability added for more interesting kickoffs as standard. Halflings/Runningbacks remain the same besides adding mutation as a primary for a highly useful boost. Blockers/Tackles are ST4 Mv4 pieces with primary strength and mutation access with general and agility secondaries. Lineman remain the same because the human roster lineman are very well thought out by the original designer.

That league is essentially my version of a better blood bowl game within the constraints of the site. There is an opportunity to bash but the pieces that bash are slow enough to enable a high powered offense. It will be a decidedly bash centric league nonetheless. There are TV restrictions at the start of the year, excel sheet expanded rosters that can be drawn on once that slowly accrue sp throughout the season, and fully unique players due to there being a chance of every possible skill being availble even star player skills that are byzantine like 'keen player.' There are many more weapons available in year one, but only one team seemed to want them all! The roll chart that generates non-rugby players has true percentages with no loaded die meaning that the emphasis is on unique players--this also entails more player generation to provide variety and indeed functional players with the block or guard skill for instance. Here is an example of skill distribution.

1 Skill 1-58 (29%), 2 Skills 59-106 (24%), 3 Skills 107-144 (19%), 4 Skills 145-172 (14%), 173-190 5 Skills (9%), 6 Skills 191-200 (5%).

Skilling a Signal Caller: Roll 1d200. G 1-51(25.5%), P 52-102(25.5%), A 103-133(15.5%), S 134-164(15.5%), M 165-180(8%), E 181-196 (8%), * 197-198(1%), + 199-200 (1%).

NOTE: See how the primaries have the same amount of instances as each other.

This league will cap out at 10 teams, but the rugby 7s league that sustains it will continue to expand. Each major league caps at ten so I can make up to 4 other leagues. Once each of these other draft leagues reaches ten then growth is allowed up to 30 teams-10 of which comprise a divsion 2 that repair without cap restrictions and access to the main playoff of the premier league.

These 3 other leagues will be a more agile version of this league, secret team draft league, and finally a standard team draft league. There will be a resurrection league of champions tournament at the end of their collective postseasons because their rounds will run concurrently. This is separate from their postseasons but maintains engagement as I generate draftees.
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