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ROTTERZ

Posted: Fri Oct 24, 2003 4:50 pm
by dabananaman
hey guys.
i am finaly getting reddy to start a BB leage in my town... and so far have about 10 people.

question have tho is:
are rotters overbalenced? the spwan looks like it to me. just becuase if you kill someone... you get a 120k player for free(or is it 110?) but still... yah he is liek 160k, but still... dosnt this push it a bit?

iv never actulay played them or agnced them so i dont really know.

love to see what u guys think
-glenn

Posted: Fri Oct 24, 2003 5:09 pm
by skwpp
Id say the lack of apotechary makes the rotters team too vulnerable, since the beastmen that does the TDs will get crippled pretty fast. And the beasts special is useless once you got 4 rotters, which shouldnt take too long.

Posted: Fri Oct 24, 2003 8:31 pm
by Skummy
The rotter from the magazine is pretty unbalanced, and will probably have a different stat line when/if it is released in mid November. The lack of apothecary is a good balancer for the team. The beast's best use is to kill catchers and hamstring WA's. I probably wouldn't even play a WA against a Beast.

Posted: Fri Oct 24, 2003 11:18 pm
by dabananaman
wow... beast is 110k!!!! how can you EVER explae that?

str 6 av9 regen foul app, and MB

when ever you KILL an opposing player, you get a rotter FOR FREE (thats 110k.. the cost of the beast in the first place!)

i thought i remembered the beast being 160k....

Posted: Fri Oct 24, 2003 11:46 pm
by Skummy
I believe he was 160 in the magazine because he had an armor of 10, ST 6, Mighty Blow, Regenerate, Tentacles, Stand Firm and Foul Appearance. A truly gross combination. He's been toned down a bit, but we won't know his final form until the rules review tells us...

Posted: Sat Oct 25, 2003 6:07 am
by Thadrin
Not having an Apoth will really hurt this team. The changes to the warriors mean they won't be such great ball carriers any more (though they will be about the best cage formers out there).

I THINK they're fine with the changes...after all, Chaos is hardly wildly overpowered as is.

Posted: Sat Oct 25, 2003 2:37 pm
by Robotorz
I am playing the rotters in the MBBL and in my home league (minor div.) and I dont feel like having an over powered team. In fact I had more problems with them than with the normal Chaosteam. The Mbbl tested following stats for the beast and the team

Code: Select all

Stats for the team:
0-12 Nurgle Beastman 60k 6 3 3 8 Horns GSP 
0-4 Nurgle Rotter 110k 4 4 2 9 Foul Appearance, Regenerate GSP
0-1 Nurgle Beast 130k 4 5 1 9 Mighty Blow, Foul Appearance, Regeneration, Tentacles, Really Stupid, Big Guy; GSP
Mbbl Rotter Teams:
http://www.blood-bowl.net/MBBL/Season3/ ... icular.htm
http://www.blood-bowl.net/MBBL/Season3/ ... otters.htm
http://www.blood-bowl.net/MBBL/Season3/ ... fChaos.htm

My team had 1/1/1 td 3/4 cas 10/2 the other teams have a 1/2/0 statistic. Wich is in my opinion quite bad, but we are talking about chaos so these early losses means nothing usualy you might want to argue.
And I belive that the team has a good potential but not having an apo hurts too much and the free rotter every kill is not true. I killed a Ogre and a Gobo with the beast, nothing more. The other 2(?)kills my team inflicted sadly dont count for raising something.

My beast has now 9 Spp and I gave him Pilling On to force more dead players by sacrificing safty wich is another downfactor as I have already boght 1 rotter.

My opinion is that the team is even a little bit TOO weak as it is right now, but I guess that is supposed to be.

Posted: Sat Oct 25, 2003 6:00 pm
by Darkson
Sorry, can't vote without knowing which version you're using,

Posted: Sat Oct 25, 2003 8:12 pm
by Robotorz
To make it easier for you here are the current existing versions:
Hope I got the Versions right:

Code: Select all

RE-Revised MBBL Version
0-12 Nurgle Beastman 60k 6 3 3 8 Horns GSP 
0-4 Nurgle Rotter 110k 4 4 2 9 Foul Appearance, Regenerate GSP 
0-1 Nurgle Beast 130k 4 5 1 9 Mighty Blow, Foul Appearance, Regeneration, Tentacles, Really Stupid, Big Guy; GSP

Code: Select all

Revised ANNUAL Version
0-12 Nurgle Beastman 60k 6 3 3 8 Horns GSP 
0-6 Nurgle Rotter 110k 4 4 2 9 Foul Appearance, Regenerate GSP 
0-1 Nurgle Beast 110 k 4/6/1/9 Foul Appearance, Mighty Blow, Regenerate, Big Guy, Really Stupid  GPA

Code: Select all

and the first BB MAG Version (not 100% sure cant find my mag)
0-12 Nurgle Beastman 60k 6 3 3 8 Horns GSP 
0-4 Nurgle Rotter 110k 4 4 2 9 Foul Appearance, Regenerate GSP 
0-1 Nurgle Beast 160k 4 6 1 9 Mighty Blow, Foul Appearance, Regeneration, Tentacles, Really Stupid, Big Guy; GSP

Posted: Sat Oct 25, 2003 8:14 pm
by Robotorz
acutualy the bbmag version was 0-6 Rotters if I recall right but the website doesnt want me to edit my post...

Posted: Sat Oct 25, 2003 8:21 pm
by Darkson
The BB Mag's 0-6 Rotters was a typo.

Posted: Sat Oct 25, 2003 8:33 pm
by Skummy
And he had Stand Firm, if IIRC. But the magazine's roster was clearly in need of some work.

Posted: Sat Oct 25, 2003 9:00 pm
by swilhelm73
Well, I'm playing a Rotter team in FUMBBL with the following stats;

http://fumbbl.com/FUMBBL.php?page=help&op=races&view=19

My Nurgle's Beast is the 4/6/1/9 *no* tentacles version

I've played 8 games and I've yet to get a free rotter.

Also, I have to keep buying new beastmen because they get pummeled constantly. I've lost 5 beasties in 8 games, whereas my chaos team has lost 4 beasties in 18 games. So not having an apoth costs you beastmen at about 3 times the normal rate. After eight games only two of my NR players have played in every game.

Beastmen are also overpriced at rookie level because they have so much potential with horns and physical mutations available. But Rotter teams can't make much use of that because of the lack of apoth.

In the open format I have done well with this team - though chaos pact and old world "pact" teams are clearly overpowered. My tr of 142 doesn't compare well with my tr after eight games with my c dw of 164 or my lizards after nine games with 168. So in a more formal league or tournament NRs would be at a major disadvantage.

So I would argue NR need a little more to make them equal to standard Chaos though I know many people want the new teams to be weaker then the old;

1) Take away the Big Guy trait from the Beast so the heart of the team, the Beast, can use its rerolls. Note that on Ogre teams, for example, Ogres can use team rerolls. Bump up cost 10K to 20K

2) Leave the ST at 6 and add tentacles. This makes the Beast rather fearsome - you can't just virtually always dodge away after bringing over players to assist an ogre or dauntless player. Overall this, IMO, fits with the team idea the best. Bump up cost 10K to 20K

3) Give NR beasties regen as opposed to horns. Makes the team significantly different from standard Chaos. Or perhaps 4 horned beastmen and 12 regen beastmen to choose from.

4) Introduce the idea of random mutations. Every time an NR beastie takes a stat loss/niggle, roll d6, on a 4-6 he gets a random mutation. A killed beastie rolls a d6 and on 4-6 takes a random stat loss/niggle and gets a mutation instead of dieing. All new beasties purchased start with a random mutation as opposed to horns. This would be hard on game mechanics, but would really fit the theme and be kind of cool.

Posted: Sun Oct 26, 2003 7:54 pm
by Peacemaker
I played Rotters against Chaos Dwarfs today just for fun. And it really was fun haha :D
I usually play Dark elves so that was my first time playing a stronger team. I am thinking about either playing Rotters or normal Chaos next Saison. Not sure which one yet.

I have a question: What miniature do you guys use for the beast? We used the hm...I dont know the name of it in English. The thingi from Warhammer Chaos. That one-> Image
But anyway...We used it and it didnt work too well because one of the armes covered another field.
So I was just wondering what you are using.
Oh yeah and by the way: My Beast got seriously injured from that stupid troll

Posted: Mon Oct 27, 2003 4:47 pm
by Darkson