Tzeentch team

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Darkson
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Re: Tzeentch team

Post by Darkson »

Flamers don't float, they hop - you're thinking of Discs there, and they'd need the No Hands skill (as would the Flamers).

And Blues should never be a permanent part of a roster - within WFB fluff they only exist when a Pink is killed, and turn back into a Pink at the end of a battle (used to be, when you could have them on a warband, that at least one of the two had to survive for the Pink to return).

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Joemanji
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Re: Tzeentch team

Post by Joemanji »

mattgslater wrote:Split: If a player with Split is killed, then in his place appear up to two Blue Horrors...
I stopped caring here. This isn't fun. It will happen rarely, and you'll be too pissed off at a player death to care. My version of 'Spilt' is something that you kinda want to happen.
mattgslater wrote:Unstable: If an Unstable player would miss the next match, he is killed instead. The team's Apothecary may not be used on an Unstable player.
Why? This was similar to the rule Jervis' daemons had, right? Have you ever used this? Because I have in the MBBL2 PBeM league where there are lots of daemon teams. And it just plain sucks. It serves absolutely no purpose in terms of balance or game mechanics, and just takes all the fun out having cool daemon players. This skill is a arbitrary punishment for any coach using the team.
mattgslater wrote:0-2 Pink Horror 7/3/3/8 Big Hand, Split, Unstable GAMPS/-100k
100K? For a Human Blitzer with Big Hand instead of Block, a skill that only works when he dies and another skill that makes him die more often? How does that add value?
mattgslater wrote:Float: The player naturally hovers just above the ground. He may Leap as per the Leap skill, once per turn at +1 (in addition to the Leap skill if he has it), and may attempt to obstruct any pass he would be in position to intercept on an unmodified 4+ on one die, even if he may not intercept a pass. If the player deflects a pass, the passing player should roll for the pass as normal, treating "accurate" results as inaccurate instead. The player may not take the mutation Very Long Legs.
I don't see what this new skill does that isn't already described by Leap, or Leap + VLL.

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mattgslater
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Re: Tzeentch team

Post by mattgslater »

Ah. I picked Unstable so it would trigger Split three times as often. It could just as easily be Decay. Major turnover on Discs and Flamers isn't that big a deal; they don't go up much, and Flamers would probably mostly be Mercs anyway. I figured "Float" was easier to print on the roster than "Leap, Very Long Legs," and I couldn't think of a way to balance Flamers with AG4, so while I was writing Extraordinary Abilities....

I also didn't realize the bit about them re-forming after the battle, which makes this all moot. In that case, Joe's Split works just fine; Blue Horrors should be 0-0, and Warriors and possibly Pink Horrors should be 0-4. Discs could be done without in that case.

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Re: Tzeentch team

Post by plasmoid »

For the record, I dislike any roster based on a homemade skill.

That being said, I like the flamer.

And if I had to go along with the idea, then why not trigger the blues whenever armour is broken?
Original statlines look about right :D

Cheers
Martin

PS - oooh, new plastic horrors. That just leaves plaguebearers, right? (of the basic daemons I mean).

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Re: Tzeentch team

Post by Joemanji »

plasmoid wrote:And if I had to go along with the idea, then why not trigger the blues whenever armour is broken?
Also an option. Though the KO or worse is a slightly easier dynamic in that you are already taking the model off the pitch.

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Re: Tzeentch team

Post by plasmoid »

I was just thinking like that it wouldn't always be an advantage.

I mean, if it only kicks in on a KO+, I'd be going to 12 players when my opponent would just have reduced me to 10.

Just thinking out loud. Don't mind me :D

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