Disclaimer: I couldn't find any guide to using this sub-forum so if posts like these are frowned upon I do apologize. Be gentle.
As far as I can tell dryads are a classic in home brew teams, the ones I have seen using a unique "roll/choose-before-each-match" aspect-rule, this is a try using "normal rules".
This isn't thought as some über analysis request I would just like to hear some gut observations.
Forest Spirit Teams
0-16 Dryads: 50.000 MA5 ST3 AG3 AV8 sure feet G/ASP
0-4 Sprites: 70.000 MA5 ST2 AG4 AV6 dodge, stab, stunty A/GSP
0-2 Treekin: 120.000 MA3 ST5 AG1 AV9 grab, stand firm S/GAP
0-1 Treeman: 150.000 MA2 ST6 AG1 AV10 mighty blow, stand firm, strong arm, take root, thick skull S/GAP
70.000 rerolls, can take apothecary
Dryads: Surefeet makes them a bit faster than the human counterpart, if trimming skills would MA7 at 60k be appropriate? Is sure feet on linemen even viable when considering the time it takes to roll those extra GFIs, 60k would also make it harder to get a lot of positionals in a starting roster.
Sprites: Weak and agile, their slowish speed represents them buzzing around more than flying, stab is a pixie zap. A very crazy piece, AG4 probably makes it very good but at least they are kinda slow, -1 on passing and can't be thrown because of their insect wings, how good is stab on a ST2 AV6 piece?
Treekin: Beardy mummies, on a team with a big guy and AG4, is that even possible? What if they got bonehead or *shudder* take root? How does grab and stand firm compare to mighty blow and regeneration?
Treeman: Gotta have one, seems he shouldn't have loner when playing with other trees, is it possible to balance no loner with higher cost?
Rerolls: 70k, means you can't get all positionals and 2 rerolls.
Overall: A rather slowish team but with pretty good strength and agility but weak passing ability, stand firm on the best pieces, few starting general skills like block, sure hands, etc. No player with access to more than one skill selection on normal rolls.
How does no apothecary but regeneration on all players work, more expensive players?
Where does the team rate on the power scale?
Forest Spirit Teams home brew
Moderator: TFF Mods
-
- Veteran
- Posts: 175
- Joined: Sat Jan 09, 2010 12:24 pm
Forest Spirit Teams home brew
Reason: ''
there is Nuffle, always in my lawn
peering through my keyhole
wanting to touch my low hanging fruit
peering through my keyhole
wanting to touch my low hanging fruit
-
- Veteran
- Posts: 177
- Joined: Mon Feb 23, 2009 6:51 pm
- Location: Rennes, France
Re: Forest Spirit Teams home brew
Interresting concept; i am not an expert in game balance, however i already see several "conceptual" problems :
Pixie :
1) should have Titchy
2) ST 2 seems high for those tiny things : consider ST 1
3) stunty+AG 4+stab(+dodge) = way too good : it makes them the best cagebusters in the game !
I am not familiar with the warhammer world, but i always pictured pixie more gifted with charm spells rather than destructive ones, so why not replacing Stab by Hypno Gaze ?
4) of course, if you make those changes, their price should be reduced
Treekin :
Grab + Stand Firm(+ST 5) seems too good as well : it makes them very good blockers, especially for being that are not suppossed to be familiar with Blood Bowl :
it makes more sense to drop Grab (however, i don't see any reason not to give them Thicck Skull)
Treeman :
why is he 30 k more expensive than the Wood Elves/Halfling version ?
Reroll :
they represent the "teamwork"/unity of your team, and 70k rerolls is for team with :
1) huge internals dissensions
2) players without free will, controled by unique necromancer
considering this point, you should try to get a cheaper reroll even if it implied to reavaluate the whole roster.
That's all for now, i'm sorry if i'm currently not able to give you more positive tips, but i'm not inspired enough (and too tired right now) to do so. Just remenber i only underlined "fluffy"
issues, regardless of game balance.
Pixie :
1) should have Titchy
2) ST 2 seems high for those tiny things : consider ST 1
3) stunty+AG 4+stab(+dodge) = way too good : it makes them the best cagebusters in the game !
I am not familiar with the warhammer world, but i always pictured pixie more gifted with charm spells rather than destructive ones, so why not replacing Stab by Hypno Gaze ?
4) of course, if you make those changes, their price should be reduced
Treekin :
Grab + Stand Firm(+ST 5) seems too good as well : it makes them very good blockers, especially for being that are not suppossed to be familiar with Blood Bowl :
it makes more sense to drop Grab (however, i don't see any reason not to give them Thicck Skull)
Treeman :
why is he 30 k more expensive than the Wood Elves/Halfling version ?
Reroll :
they represent the "teamwork"/unity of your team, and 70k rerolls is for team with :
1) huge internals dissensions
2) players without free will, controled by unique necromancer
considering this point, you should try to get a cheaper reroll even if it implied to reavaluate the whole roster.
That's all for now, i'm sorry if i'm currently not able to give you more positive tips, but i'm not inspired enough (and too tired right now) to do so. Just remenber i only underlined "fluffy"
issues, regardless of game balance.
Reason: ''
- lerchey
- Emerging Star
- Posts: 344
- Joined: Tue Nov 13, 2007 4:37 am
- Location: Pittsburgh, PA - USA
Re: Forest Spirit Teams home brew
I'm pretty amateur at designing new teams, so you're just getting some "layman gut reaction feedback" from me.Overhamsteren wrote: Forest Spirit Teams
0-16 Dryads: 50.000 MA5 ST3 AG3 AV8 sure feet G/ASP
0-4 Sprites: 70.000 MA5 ST2 AG4 AV6 dodge, stab, stunty A/GSP
0-2 Treekin: 120.000 MA3 ST5 AG1 AV9 grab, stand firm S/GAP
0-1 Treeman: 150.000 MA2 ST6 AG1 AV10 mighty blow, stand firm, strong arm, take root, thick skull S/GAP
70.000 rerolls, can take apothecary
Dryads: Surefeet makes them a bit faster than the human counterpart, if trimming skills would MA7 at 60k be appropriate? Is sure feet on linemen even viable when considering the time it takes to roll those extra GFIs, 60k would also make it harder to get a lot of positionals in a starting roster.
Sprites: Weak and agile, their slowish speed represents them buzzing around more than flying, stab is a pixie zap. A very crazy piece, AG4 probably makes it very good but at least they are kinda slow, -1 on passing and can't be thrown because of their insect wings, how good is stab on a ST2 AV6 piece?
Treekin: Beardy mummies, on a team with a big guy and AG4, is that even possible? What if they got bonehead or *shudder* take root? How does grab and stand firm compare to mighty blow and regeneration?
Treeman: Gotta have one, seems he shouldn't have loner when playing with other trees, is it possible to balance no loner with higher cost?
Rerolls: 70k, means you can't get all positionals and 2 rerolls.

Still, I like teams that beg for new or modified different models, so the concept is neat.
The Dryads seem OK. While sure feet makes GFI easier, I think that it won't be a huge time issue as most folks only use GFIs (even with SF) when there is a clear advantage to doing so. Since the Dryads are the "line", I think that they'll be tied up or busy blocking more than trying to move 6 or 7 spaces each turn. I could see 1 or 2 of them every turn doing so, but unlikely all of 'em.

The Pixies scare me. Stab negates ST. So even with ST 1, they use a Block Action or Blitz Action to get a straight armor roll against the opponent. Unlike standard Block, there is no "I fell down" negative outcome. The worst thing that happens is that they fail to break armor and are stuck in a position where they'll get hit next turn. Kind of like a goblin with a chainsaw, but no possibility of hitting themselves. With AG4 and Stunty, they can roll into a cage on a 2+ and stab the ball carrier. Further, depending on your positioning, you can do it FOUR TIMES! Methinks it begins to smell cheesy in here...

0-4 Sprites: ??.000 MA5 ST1 AG4 AV6 dodge, hypno gaze, stunty, titchy A/GSP
I think that the Treekin would be fine without Grab. I'd likely give him Take Root just because he's a tree.
The Treeman should have the same stats, skills and cost as the Treeman on other rosters (Halfings/Wood Elves).
Hope this helps...
Reason: ''
- Darkson
- Da Spammer
- Posts: 24047
- Joined: Mon Aug 12, 2002 9:04 pm
- Location: The frozen ruins of Felstad
- Contact:
Re: Forest Spirit Teams home brew
Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
-
- Veteran
- Posts: 177
- Joined: Mon Feb 23, 2009 6:51 pm
- Location: Rennes, France
Re: Forest Spirit Teams home brew
Another coherence problem : if i am right, the starplayer Willow Rosebark is supposed to be a Dryad, but she doesn't have Sure Feet.
Note that she also have Thick Skull.
(of course the easier solution would be to change her and not your team)
On an unrelated note, Side step on Pixies make a lot of sense
Note that she also have Thick Skull.
(of course the easier solution would be to change her and not your team)
On an unrelated note, Side step on Pixies make a lot of sense
Reason: ''
-
- Veteran
- Posts: 175
- Joined: Sat Jan 09, 2010 12:24 pm
Re: Forest Spirit Teams home brew
Thanks for replying.
The sprites truly are a nightmare for blodge AV7 ball carriers in cages.
My thinking was that low AV teams usually have a good passing or hand off option and good speed, making it possible to keep the ball more than 7 squares from the slowish sprites, and even when all else fails it is less than 50% chance of success for the sprite and as said it leaves it to be chain blocked next turn. Higher AV teams could often just ride the luck of their armour and kill sprites in return.
But I guess the problem is that they are dangerous right out of the box and 0-4, there are some other insane cage busters but at least they need 2-3 skills.
I must say I would think that 4 hypnogazes on AG4 sprites that can go anywhere and has no activation negatraits would be more powerful than the stab. Just hypno two cage corners and send in a blitzing dryad or a tree?
If they got hypnogaze and titchy I suppose they could go to AG3 at least to make hypnotizing harder.
Main thought was just that sprites and treekin shouldn't just be snotlings with +AG and flesh golems with +ST.
Is grab a very powerful skill, and does it represent 'skill' my thought was more brute strength 'GET OVER HERE!' style.
About Willow I'm not sure what to make of her, she is strong, somewhat tough and has side step. Obviously dryads can't start with side step or ST4 if they want to be 0-16. What would dauntless on all linemen be like, like horns or better?
Right now the dryads are somewhat tough with AV8 and has a lesser agility skill instead of side step.

The sprites truly are a nightmare for blodge AV7 ball carriers in cages.
My thinking was that low AV teams usually have a good passing or hand off option and good speed, making it possible to keep the ball more than 7 squares from the slowish sprites, and even when all else fails it is less than 50% chance of success for the sprite and as said it leaves it to be chain blocked next turn. Higher AV teams could often just ride the luck of their armour and kill sprites in return.
But I guess the problem is that they are dangerous right out of the box and 0-4, there are some other insane cage busters but at least they need 2-3 skills.
I must say I would think that 4 hypnogazes on AG4 sprites that can go anywhere and has no activation negatraits would be more powerful than the stab. Just hypno two cage corners and send in a blitzing dryad or a tree?
If they got hypnogaze and titchy I suppose they could go to AG3 at least to make hypnotizing harder.
Main thought was just that sprites and treekin shouldn't just be snotlings with +AG and flesh golems with +ST.
Is grab a very powerful skill, and does it represent 'skill' my thought was more brute strength 'GET OVER HERE!' style.
About Willow I'm not sure what to make of her, she is strong, somewhat tough and has side step. Obviously dryads can't start with side step or ST4 if they want to be 0-16. What would dauntless on all linemen be like, like horns or better?
Right now the dryads are somewhat tough with AV8 and has a lesser agility skill instead of side step.
Reason: ''
there is Nuffle, always in my lawn
peering through my keyhole
wanting to touch my low hanging fruit
peering through my keyhole
wanting to touch my low hanging fruit
-
- Emerging Star
- Posts: 496
- Joined: Wed Jun 13, 2007 8:58 am
Re: Forest Spirit Teams home brew
I'm no expert on team balance but;
Dryads: Surefeet seems a bit odd, I don't have anything against it for them but I don't see anything about it that screams Dryad to me, I'd probably swap it out for Think Skull. I'd definitly say no to MA7 as an option, the Rats (and unfortunitly the woodies) should stay as the only team(s) with MV 7 on linemen.
Sprites: I don't like the concept of them on a Blood Bowl team, purely because, if they can fly, why can't they just fly high above the opponents? If you have to go for them, titchy, str 1 and agl 3. I don't like stab for them and I'm not sure about Hypno Gaze, it's brillent for opening up cages (which this team does not need help with if you stick with two str 5 players and a str 6) but the retaliation against str 1 av 6 players standing beside their targets in the next turn will be bloody...
Treekin: Two str 5 players combined with a str 6 big guy and tough linefodder, that's far too good (and a lot better then the three str 5 players on Chaos Pact!). I'd drop them to str 4, you could go for a negi trait (definitly Take Root) but even that feels too close to Chaos Pact for me. Grab will also combine really well with Take Root.
Treeman: Leave loner on the treeman, he might be playing on a team with others tree's but they're even younger then him (little brats!), so even if he likes them, it doesn't mean he likes to hang out with them that much.
I wouldn't give any of them regenerate, Treemen have never had it and neither does the one Dryad in the game, so I don't think it fits and anyway, plants don't heal that much faster then people. I would allow an apothecary (or tree doctor!) though.
Dryads: Surefeet seems a bit odd, I don't have anything against it for them but I don't see anything about it that screams Dryad to me, I'd probably swap it out for Think Skull. I'd definitly say no to MA7 as an option, the Rats (and unfortunitly the woodies) should stay as the only team(s) with MV 7 on linemen.
Sprites: I don't like the concept of them on a Blood Bowl team, purely because, if they can fly, why can't they just fly high above the opponents? If you have to go for them, titchy, str 1 and agl 3. I don't like stab for them and I'm not sure about Hypno Gaze, it's brillent for opening up cages (which this team does not need help with if you stick with two str 5 players and a str 6) but the retaliation against str 1 av 6 players standing beside their targets in the next turn will be bloody...
Treekin: Two str 5 players combined with a str 6 big guy and tough linefodder, that's far too good (and a lot better then the three str 5 players on Chaos Pact!). I'd drop them to str 4, you could go for a negi trait (definitly Take Root) but even that feels too close to Chaos Pact for me. Grab will also combine really well with Take Root.
Treeman: Leave loner on the treeman, he might be playing on a team with others tree's but they're even younger then him (little brats!), so even if he likes them, it doesn't mean he likes to hang out with them that much.
I wouldn't give any of them regenerate, Treemen have never had it and neither does the one Dryad in the game, so I don't think it fits and anyway, plants don't heal that much faster then people. I would allow an apothecary (or tree doctor!) though.
Reason: ''