Triple simple undead team fix

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Mestari
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Post by Mestari »

Kamikaze Rudy wrote:I personally think that the rule that plasmoid suggested with mummies not being able to "go for it" is a wonderful idea. Let's face it, Mummies have been terribly overpowered for a long time now. The only ST 5 player that has no negative skill. Now a team gets 4 of them? Fine, but there should be a drawback to it. Limiting their ability to stand up and blitz is a small enough of an adjustment to keep them from being overpowered and to keep the Pile On skill honest.
I personally dislike any such rules unless they are absolutely necessary. We don't want too thick rulebooks, or at least I don't.
Mummies and the Khemri team can be fixed without introducing any extra rules, and there is no fluffwise reason (like with the vamps to have high ST and AG) for the skellies to have AG3 or the Mummies to have MB. On the contrary, it would seem to comply with the fluff for the skellies to have ag2 and the mummies to have foul appearance.

So the suggestion that Galak has displayed is
a) Balanced
b) Correct fluffwise
while the BBMag3 Khemri are
a) Overpowered
b) non-credible - they don't seem like skeletons, those blitzers and throwers, do they?
And the 'add-neg-skill to mummies'-suggestion adds extra rules.

Needless to say which is the version that I support.

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Post by plasmoid »

Hi all,

Mestari,
IMO, if you can't add something like a 6-word negatrait to the rules without causing "unwanted rules bloat", then we can never do anything.
Also, I don't understand why you think that COFAB is such a brilliant solution if negatraits are such a terrible terrible thing.

Oh, and in 2nd ed. the mummies the mummies had mighty blow lvl2 just like any other big guy - so there is a fluff reason to keep mighty blow.

But whatever :D
But either way,
I quite like the MBBL solution with Foul Appearance on the Mummies.
Looks pretty good to me.
And if it's gotten a BBRC nod of approval, then I'd rather test it than fight it. Same for the Necro team. :D

I'm not convinced by the COFAB vamps though - but thats material for another thread.

Martin

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Post by Shasta McNasty »

0-2 Mummies 100k 3 5 1 9 MBlow, reg.
0-4 Wights 90k 6 3 3 8 Block, reg.
0-4 Ghoul 70k 7 3 3 7 Dodge.
0-8 Zombies 30k 4 3 2 8 Reg.
0-12 Skeletons 30k 5 3 2 7 Reg.
Re-rolls:70k

This is my undead team. This will always be my Undead team. Any questions?

IF IT AINT BROKE, DONT FIX IT.

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Post by martynq »

Shasta McNasty wrote:Any questions?
Yes, aren't zombies 0-12 now?

Cheers,
Martyn

P.S. Well done on not using the definite article in your message.

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Post by GalakStarscraper »

Shasta McNasty wrote: This is my undead team. This will always be my Undead team. Any questions?
Yup, ... are you the commish or does your commish agree with you .. cause if he doesn't welllll ...

Look we can all scream and yell, but this change is going to happen. JJ got rid of the Slann team which personally I love, but bottom line for me ... I got over it. So if you can keep the old Undead roster with house rules than fine ... otherwise, better make sure you get a decent roster in there for the 3 that are coming (which is where I'm putting all my energy).

Galak

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Post by Relborn »

Although it does not really fit into this thread:

I loved the old Slann too, and was happy to find rules for them on Galaks site (especially one that fit very good to the 2nd edition).

I really do not understand the ruckus about rules. Every league could make their own houserules and concerning what to become official - well as Galak said, that's on a totally different paper

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Mestari
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Post by Mestari »

plasmoid wrote: IMO, if you can't add something like a 6-word negatrait to the rules without causing "unwanted rules bloat", then we can never do anything.
Also, I don't understand why you think that COFAB is such a brilliant solution if negatraits are such a terrible terrible thing.
I'm not a deadly opponent of additional rules, however I do oppose them whenever there is no good reason to have them. And to me we can have mummies that have the "Mummy Look&Feel" without negatraits. ST5 makes them look powerful, whether they have MB or not. And removing that one skill would seem to reduce a lot of the overpower problems in the team.

On the other hand, the vampires: I just can't see them as "1 vamp per team" or as "vamp with human stats" - vamps are powerful creatures but there should be something to keep them in check. So COFAB retains them as vampires and should be cutting their ability to compete.

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Post by Gorbit »

Instead of reducing the mummies, why not take Block away from the wights, and give them catch? This will reduce the steamdozer value of the team, and I dont think they will be more beardy than they are now? Especially if they only can choose skills like normal wights.

Maybe we can remove 2 of the mummies, and replace it with a big guy. I saw in the Tomb King Army book, some big Anubis things.. something.. wich could be used as a big guy. well, I didnt study the army book, but it was just a thought.

See Ya
Gorbit

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Post by Trambi »

Finally, I agree with the three undead teams. But the Vampires team, should include, Skeleton, Zombie, Ghoul and perhaps Wight but not mummy.

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