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ZOMBIE Team
Posted: Wed Aug 26, 2009 6:43 pm
by Jural
I was just thinking it would be fun to put together a team of all zombies, a zombie pact team, so to speak! Here's my first pass:
Design goals- All Zombie team, 2 big men, Tier 2, better than normal zombies. I took some liberties on the "zombie creation model"
0-16 Zombies 5 3 2 8 Regen G/SAP 50k
0-1 Z. Ogre 4 5 1 9 Loner, Regen, Mighty Blow, Bonehead S/GAP 110k
0-1 Z. Troll 3 5 1 9 Loner, Regen, Mighty Blow, Really Stupid S/GAP 100k
0-2 Z. Dwarves 3 3 1 9 Tackle, Regen GS/AP 60k
0-2 Z. Elves 5 3 3 8 Dodge, Regen GA/SP 70k
0-2 Z. Skaven 6 2 3 7 Regen G/SAP 60k
Re-rolls: 60k.
Any ideas? This would be a fun team to convert and paint, in my mind.
EDIT: Loner added.
Posted: Wed Aug 26, 2009 6:56 pm
by sann0638
Looks cool. Loner missing on big guys, on a first pass. Good use for Animosity?
Posted: Wed Aug 26, 2009 8:56 pm
by Joemanji
I think a cool Zombie team might mix different types of Zombies from different movies.
E.g.
0-16 _ Zombies _ 4 3 2 8 _ Regen _ G _ 40K
0-4 _ Fast Zombies* _ 7 4 1 7 _ Frenzy, Jump Up _ GS _ 100K
0-2 _ Clever Zombies** _ 5 3 3 8 _ Regen _ GP _ 60K
The team could possibly have rostered secret weapons too. Chainsaw and Bombs.
* From 28 Days Later etc. Not true zombies, so no regen. Could be called Blitzers.
** From Land of the Dead etc. Could be called Throwers.
Posted: Wed Sep 02, 2009 7:19 pm
by Jural
So from the lack of posts, I'll conclude that most people don't think the idea seems like much fun, and that nobody sees anything overpowered on this roster.
Now... What if I added on the following ability to the roster:
Raise the Dead- Any player killed in a match and not saved by an apothecary becomes a zombie. Unlike lesser zombies, however, the player retains most of his abilities and memories from his previous life. Add a new player to the roster. The player has the same skills, SPPs, and cost as he had on his original roster, but gains -1AG and -2MA and Decay.
Eventually, the team might get out of control?
Posted: Wed Sep 02, 2009 8:21 pm
by Oxynot
Enough dirty players and with luck you might have a nice complement of dead trees, mummies, ulfwereners and other players that don't need agility

I have not done excessive fouling, so I cannot say how effective it would really be. But it would definitely add a nice Gotta catch'em all-aspect to the team

Posted: Wed Sep 02, 2009 8:48 pm
by SillySod
Hmmm, how about...
0-16 Zombies 4 3 2 8 Regenerate 40k G/ASP
0-4 Abominations 4 4 1 9 Extra Arms, Foul Appearence, Regenerate 100k GS/APM (necromancers like sticking bits on so they may "mutate")
Re-rolls are 60k
If an opposing player player dies and stays dead then they may be raised into a "Zombie <insertformerpositionhere>". You can do this as many times as you like per game and have as many of any new type of zombie as you can kill. The only restriction is that you must have 16 layer or less after completing the post match sequence (so you can temporarily go over 16 if you kill absolutely loads).
Any fresh zombies raised in this way lose 2Ma and 1Ag but gain regenerate. They retain all starting skills and any +stats but lose all skills earned via SPPs (apart from +stats). These players come from the bargin bin of life so cost 1TV less to keep on your roster than their original price (add on the price of any stats gained).
Throw in some stars and you have a team! Albeit, not a good one.
Posted: Thu Sep 03, 2009 5:02 pm
by Joemanji
Jural wrote:Now... What if I added on the following ability to the roster:
Raise the Dead- Any player killed in a match and not saved by an apothecary becomes a zombie. Unlike lesser zombies, however, the player retains most of his abilities and memories from his previous life. Add a new player to the roster. The player has the same skills, SPPs, and cost as he had on his original roster, but gains -1AG and -2MA and Decay.
Eventually, the team might get out of control?
They have this rule for the Undead team in the MBBL2. I've played a team using it extensively (30 games) and it isn't out of control. And the league is LRB4 so still uses +2 DP. It has the caveat of no stunties and no players over ST5 though.
As TVs increase (both yours and your opponents) the number of deaths decrease. Skilled players + an APO mean you get one death every 3 or 4 games. And most of the time that is a rookie. Plus, most rookies are worse under these rules than a normal Zombie. E.g. :
Dwarf is 2319 = too slow to use.
Skaven 5327 = worse AV not what a zombie wants
They should have Regen though, not Decay.
Posted: Wed Nov 11, 2009 8:15 am
by Zoli
I think this would suit better to the official BB:
0-16 Zombies 4 3 2 8 Reg, G-ASP 40K
0-2 Zombie Ogres 3 5 1 9 Mighty B, Thick S, Reg, S-GAP 130K
0-2 Big Zombies 3 4 2 9 Stand Firm, Thick S, Reg, GS-AP 90K
0-4 Little Zombies 4 2 2 7 Stunty, Regenerate, G-ASP 20K
0-2 Zombie Blitzers 5 3 2 8 Block, Reg, GS-AP 60K
0-2 Zombie Runner 6 3 2 8 Reg, Sure Hands, G-GAP 70K
Reroll: 50K
Team special: zombies taken from other teams preserve their mutations. Every such mutation raises the price of the player by 10K.
They are able to use the Raise dead spell unlimited times on the match.
They can convert stunty players into Little Zombies, Base St 4 players into Big Zombies and base St 5 players into Zombie Ogres or Zombie Trolls etc. Their stats are like the Zombie Ogres have however Zombie Minotaurs preserve their Horns and their price will be 140K.
Posted: Thu Nov 12, 2009 10:41 am
by Rhyoth
Try to get the RR price' to 70 k : it is the usual price for "all-out Regen" teams ...
Posted: Thu Nov 12, 2009 10:46 am
by rodders
stick decay on the lot
Posted: Tue Nov 17, 2009 7:36 pm
by Zoli
Rhyoth wrote:Try to get the RR price' to 70 k : it is the usual price for "all-out Regen" teams ...
I see the RR cost is somehow a balance thing. This team is very weak that's why I thought 50K would be right.
Posted: Wed Nov 18, 2009 4:46 pm
by Rhyoth
1)
Zoli wrote:Rhyoth wrote:Try to get the RR price' to 70 k : it is the usual price for "all-out Regen" teams ...
I see the RR cost is somehow a balance thing. This team is very weak that's why I thought 50K would be right.
RR cost means much more than that : it reflects your team's discipline, its cohesion, and the "team spirit" of your players.
So, in order to to preserve some coherence, you shouldn't underevalaute your RR if you still have
other options left.
2) Your Trolls and Ogres have lost
Throw Team Mate, is it on purpose ?