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Horror Team

Posted: Wed May 20, 2009 11:25 pm
by stashman
Instead of having 2 "undead" teams, lets try and make it one. Let it be based upon old horror and zombie movies. Flesh Golems from Frankenstein, Mummies from The Mummy, Werewolves from the Werewolf, Wights & Ghouls (hmmm... Creature from the Black Lagoon or something, well the minis are here so lets just have them in the team) and of course LOTS of really worthless zombies!!!

0-2 Mummy 3519 Regenerate, Foul Appearance G/SAP 100K
0-2 Flesh Golem 4429 Regenerate, Thick Skull, Stand Firm GS/AP 100K
0-2 Werewolf 8338 Regenerate, Claw, Frenzy, Wild Animal GA/SP 100K
0-2 Wight 6338 Regenerate, Mighty Blow GS/AP 90K
0-2 Ghoul 7337 Dodge, Shadowing GA/SP 70K
0-16 Zombie 4328 Regenerate, Decay G/ASP 30K
Reroll 70K

Posted: Thu May 21, 2009 12:12 am
by Digger Goreman
Personally, I don't have a problem with it... but seems like 10 positionals is overkill....

Hate to say it... but looks like Undead on crack!

A little, little too good.... :D

Posted: Thu May 21, 2009 12:17 am
by stashman
Took away Mighty Blow on Mummy
Gave Werewolf Wild Animal
Took away Block on Wight adding Mighty Blow (maybe Juggernaut instead)
Gave zombies Decay

Maybe redo Ghoul with just Shadowing

Posted: Thu May 21, 2009 2:30 am
by Lictor
Make them all 0-1 positional but add 0-1 Vamps and it will be less devastating, more interesting, and there will be minimal need to have to 'nerf'.

Only tweak necesary is what the Vamp can snack on :wink:

It's much too powerful with 10 positionals of some of the greatest starting positionals in BB.

I think it is still too powerful

Posted: Thu May 21, 2009 2:36 am
by Digger Goreman
Oops, :oops: , so you did....

Guess I really didn't read well enough on the first go....

On re-examination:

Wild animal is just TOO cruel to werewolves: a 3st, 8av, dead-in-the-water, target.... I have enough problems with getting fouled, let alone howling at the moon while my fur gets knocked in the dirt and THEN fouled.... Would put me right off the team....

Decay on zombies?! Admitedly fluffy but, cheese nips!, you'd have to reduce the price to 20k....

5st, MB is the only reason to take a mummy, imo....

Blitzers get block... the team already MAJORLY suffers from lack of it... don't punish 'em further....

Shadowing on a ghoul... why? Admittedly they're overpriced... why not regen/sidestep/fend? Actually a dodge + fend ghoul would look right....

Posted: Thu May 21, 2009 7:53 am
by stashman
Digger Goreman wrote: Shadowing on a ghoul... why? Admittedly they're overpriced... why not regen/sidestep/fend? Actually a dodge + fend ghoul would look right....
I wan't something diffrent, not ordinary Block, Dodge starting players.

Posted: Thu May 21, 2009 3:04 pm
by Thadrin
We have three undead teams if you include Khemri.
(edit: four, if you include Vampires...)
With the Mummies included there (or whatever they end up being called), you can remove them from this team.
That leaves you pretty much with the Necromantic team, with a couple of extra skills tacked on.

So wouldn't the simplest solution be to do what should have been done as soon as the Necromantic team was made official, and just delete the Undead roster entirely?

Posted: Thu May 21, 2009 8:09 pm
by PubBowler
Thadrin wrote: So wouldn't the simplest solution be to do what should have been done as soon as the Necromantic team was made official, and just delete the Undead roster entirely?
This was the idea (I believe) but there was/is too much love for the Undead side.

As to the list above:

I like the zombies.

I worry about 4 high st players witch are only two Stand Firm choices away from shutting down caging sides.

I like the idea of WA non loner players: have to see how it played thoygh.

I don't like Mighty Blow on the Wights, drop it and reduce their cost by 10k in my opinion.

Posted: Thu May 21, 2009 10:13 pm
by stashman
PubBowler wrote: I don't like Mighty Blow on the Wights, drop it and reduce their cost by 10k in my opinion.
Give JUGGERNAUT to the Wights

Posted: Thu May 21, 2009 10:42 pm
by Andromidius
While there do seem to be rather too many 'undead based' teams around, I have some ideas of my own. Not sure if I should put them here or not, but oh well.

The problem with Undead was the Mummies. So giving this team Mummies, Werewolves, Flesh Golems and Wights is just overly brutal.

Personally, I think the Vampire team should be redesigned and renamed 'Vampire Counts'. Basically, fewer Vampires and a few Wights. Thus the team is more reliable, but less of a powerhouse if on a lucky streak with Bloodlust rolls.

(rules unchanged)

0-4 Vampire 110k
0-2 Wights 90k
0-16 Thralls 40k
Rerolls 70k

The reasoning being that the Wights are Grave Guard servents of the Vampires. The number of positionals hasn't changed, and infact from a powergamer point of view the team is probably inferior in some respects. But it's more reliable, and saves on TV. And few Vampire teams ever get more then four Vampires anyway.

~Andromidius

Posted: Fri May 22, 2009 1:18 am
by Aliboon
0-2 Mummy 3519 Regenerate, Foul Appearance G/SAP 100K
Is that a typo?

Looks insanely good, I'd definitely reduce the mummies and flesh golums to 0-1, probably the werewolf too.

Maybe replace the wights (can't think what film wights would have been from, not seen Creature from the Black Lagoon) with a single vampire, but then a vamp and a wolf maybe wouldn't play on the same team?...... Mmm, give the vamp loner and animosity instead of OFAB.

The ghouls could be the zombies from 28 days later/the new Dawn of the Dead (fast!), but then you might need to give them PO, which they had to use...

Can't ever remember seeing a film where zombies are easy to kill-always need a head-shot, so no decay, maybe reduce them to AG1 though.

So:

0-1 Mummy 3519 Regenerate, Foul Appearance S/GAP 100K
0-1 Flesh Golem 4429 Regenerate, Thick Skull, Stand Firm GS/AP 100K
0-1 Werewolf 8338 Regenerate, Claw, Frenzy, GA/SP 110K
0-1 Vampire 6448 Regenerate, loner, animosity GAS/P 110K
0-2 Ghoul 7337 Dodge, Sprint GA/SP 80K
0-16 Zombie 4318 Regenerate G/ASP 30K
Reroll 70K

If 4 AG3+ players is too few, then increase the number of ghouls.

Posted: Sat May 23, 2009 1:29 pm
by stashman
Typo :oops:

Posted: Tue May 26, 2009 6:47 am
by Ullis
I like the list by Aliboon, but why keep the vamp as it is? He'd have OFAB but you could reroll it or, if getting inducements, buy him a star player (can't remember the name) to snack on. Pro would of course be an obvious choice too. It'd make the team a bit worse, but it would be very fluffy and really add to the challenge of using the player. One of the nice things about the vampire team are the tactical choices related to either moving the vampires or letting them stay where they are which really improves your positioning skills.

Posted: Tue May 26, 2009 7:32 am
by plasmoid
Or just add on an extra 0-2 position, thrall?

Posted: Tue May 26, 2009 2:03 pm
by Andromidius
Or remove OFAB and hike his price by 10-20k.

Main reason Vampires have it on their own team is for balance reasons. A single Vampire isn't anything like as insane as six.

~Andromidius