Heroes of Law Roster

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

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Heroes of Law Roster

Post by Patchwork »

I've been kicking around an idea for a Heroes of Law roster (the MBBL2 one looks a bit too good for a league where the offical rosters haven't been modified a bit). I wanted it to be similier to the Chaos Pact team, a harder team to win with (idealy should average worse then the three elven rosters, dwarven roster or human roster and should be at around the Chaos Pact level) but that looks like it might be fun all the same. What I came up with doesn't look that strong to me but my theorybowl isn't the best so I was wondering what others thought of it

Heroes of Law

0-16 Crusaders 50k 6 3 3 8 Paragon G ASP
0-4 Dwarf Blockers 70k 4 3 2 9 Animosity, Block, Tackle, Thick Skull GS AP
0-4 Elf Runners 70k 7 3 4 7 Animosity GA SP
0-4 Halflings 30k 5 2 3 6 Dodge, Right Stuff, Stunty, A GSP
0-1 Treeman 120k 2 6 1 10 Loner, Mighty Blow, Stand Firm, Strong Arm, Take Root, Think Skull, Throw Team-Mate S GAP

Rerolls: 70k

Star Players: Puggy Baconbreath (140k), Dolfar Longstride (170k), Grim Ironjaw (220k), Mighty Zug (260k), Griff Oberwald (320k), Morg 'n' Thorg (450k)

New Skill
Paragon: A player with this skill will not only not foul or assist with a foul action but will actively try and stop other players from their team from fouling, stoping them from assisting a foul action while in their tackle zone.


I see the Crusaders (basic human linemen) as being the idealists that think a team of all the lawfull races together is a great idea and is why they are the only players on the team with the Paragon skill (the rest of the players would only be too happy to foul when they can).

The Elves and Dwarves are average players for their races that were lured to the team by getting to be the stars (positionals) on a team, because of that they come with big egos and think they are better then the other races on the team and that is what the Animosity skill is representing.

That mix of idealism and egos, as well as even the human players being condensending (although well intentioned) to any halflings on the team is why I set the rerolls so high... or at least thats the fluff explenation. Really it was just that high to mirror the Chaos Pact team.

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Joemanji
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Post by Joemanji »

Interesting ...

This is a good translation of the team idea. My initial thought was it would be very strong... but actually it might not be silly. Definitely tier 1 though. The combination of Dwarfs and Elves would be fearsome. Just enough Block + Guard to bash alongside the Tree, and just enough AG to play the ball with ease. Almost the perfect team actually. You might have to make the positionals 0-2.

Just compare them with Undead (the statistically best race).

Pros
You get Ghouls with +1 AG but without Dodge (sure to be their first skill).
You get Zombies with Block, Tackle, TS, +1 AV and ST access.
You get a Lineman that with one skill is a Wight.

Cons
You get a team apothecary instead of Regen.
You get a Treeman instead of 2 Mummies.

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Post by Patchwork »

Joemanji wrote:Definitely tier 1 though.
It's definitely too good then. Part of what I like in the concept is you could have four of each of the races on the team (not likely to be taken up too often for the halflings though). To make it weaker I think I'd prefer to drop the tree so they are a bit easier to bash and trade the Wood Elf linesman stats for Elf linesman stats but keep the price at 70k for them, which would slow down the fancy play options from the elves. That's letting concept get in the way though. Reducing the Dwarves, Elves and Halflings to 0-2 would probably be the better option and it would make make the Halflings more usefull too.

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Post by Jural »

At 0-2 dwarf blockers and 0-2 elves to go with 0-1 treemen, you are in OK shape, I'd say. The problem with 0-4 dwarves is that you now block almost as well as a dwarf team. the problem with 0-4 elves is that you will usually have elves passing to elves, effectively negating animosity.

Halflings at 0-4 would be fine though.

It would be an interesting roster for certain. At 0-2, Tier 1 may even be in doubt ;)

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Post by mubo »

Like it! Elves Dwarfs should definitley be 0-2 though. I can still see them being pretty good, you have some block, some AG 4, an immovable object, and the TTM threat.

Not sure you need the new skill, the roster could serve just as well as a generic 'alliance' roster.

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Post by Fat_Emrys »

I must say I like this idea but I feel it'd make more sense for the whole team to have the Paragon trait rather than just the Crusaders (if they're upholding the noble ideals of Law the humans, dwarves and elves aren't going to be happy if their halfling team-mates spend the game stamping on opponents' heads).

While I can see why you've given the positionals Animosity, I'm not sure that sits well with the fluff for the roster: "A player with this skill does not like players from his team that are a different race than he is and will often refuse to play with them despite the coach's orders" makes sense from a fluffy perspective for a Chaos Pact or Underworld team but I'm not convinced that the Heroes of Law would suffer from the same lack of teamwork.

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Post by voyagers_uk »

it does cry out for a Witch Hunter Star player instead of Morg.... he is too rooted in Chaos for the Law to accept.

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Post by Fat_Emrys »

voyagers_uk wrote:it does cry out for a Witch Hunter Star player instead of Morg.... he is too rooted in Chaos for the Law to accept.
I agree - Zara the Slayer seems like a good fit for this team.

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Post by voyagers_uk »

Agreed

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Post by Patchwork »

Emrys wrote:I must say I like this idea but I feel it'd make more sense for the whole team to have the Paragon trait rather than just the Crusaders (if they're upholding the noble ideals of Law the humans, dwarves and elves aren't going to be happy if their halfling team-mates spend the game stamping on opponents' heads).
The reason I went for only the humans having Paragon was that I see them as the driving force behind the team being formed, the ones with the idealism. While the dwarves and elves they get on the team, who aren't the best players for their races, are there for the chance to be the stars (The dwarves thinking those humans don't really know how to block or tackle and the elves thinking those humans don't really know how to play the ball), not out of any idealism (which also works as a nice explenation for them having base linemen stats). I'd see the halflings as actualy being some of the better players from their race, who are driven by a desire to win more or think they might last longer in a team with more players they can hide behind but again not their out of their idealism. I'd imagin any of them that do foul would get long lectures from the humans and coachs after the game but at times they might still think it's worth it.

Also I think it's a more interesting negative trait when it can be played around with carefull positioning.


Emrys wrote:While I can see why you've given the positionals Animosity, I'm not sure that sits well with the fluff for the roster: "A player with this skill does not like players from his team that are a different race than he is and will often refuse to play with them despite the coach's orders" makes sense from a fluffy perspective for a Chaos Pact or Underworld team but I'm not convinced that the Heroes of Law would suffer from the same lack of teamwork.
I think it fits quiet well. I see it as all coming down to ego, thinking that they are the stars on the team and that they see their race as being superior and if you want the game played properly you can't give the ball to the other races. That doesn't really work if you see the elves and dwarves being on the team out of idealism though.

All of that was said as an explenation of where I'm coming from though. I wouldn't have posted this on the forums if I didn't want to see others opinions on what doesn't work or make sense :D

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Post by Patchwork »

Emrys wrote:
voyagers_uk wrote:it does cry out for a Witch Hunter Star player instead of Morg.... he is too rooted in Chaos for the Law to accept.
I agree - Zara the Slayer seems like a good fit for this team.
Yeah, your both right. That does fit the team much better.

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Post by Carnis »

I'd be more inclined to have high or even pro-elf runners (634 7/8) over the wood elven ones. The 7347 is just too convenient. 0-2 or 0-1 sounds about right.

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Post by Master Wang »

No paragon skill, just say the team can't foul. No animosity. Dwarfs and Elves to 0-2.

Would be fun to play. Not too strong as not enough players to cage effectively, plus strength access players are very slow. Halfings are next to useless but not to worry. I guess a lot of the time would be spent hiding the elves from opponent's killers.

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Post by Frozen Yakman »

Shouldn't the Runners have P access on normal? Seems to be the tradition for most other teams (see Dwarf and Dark Elf for examples, Norse Runner doesn't have P but they have a dedicated thrower).

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Post by Patchwork »

Carnis wrote:I'd be more inclined to have high or even pro-elf runners (634 7/8) over the wood elven ones. The 7347 is just too convenient. 0-2 or 0-1 sounds about right.
With the elves reduced to 0-2, I'm not sure if 7347 is that convenient. The rest of the team is lacking a lot of speed. Compare it to the human team, the linemen are the same, the treeman and dwarves are slower (although tougher) and the wood elf runners would be as fast as the blitzers but only two of them. High elf runners could be interesting though, slower but tougher, might be worth it on a team where those two elves will be big targets.

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