Code: Select all
Qty Title Cost MA ST AG AV Skills Normal Double
16 Slime 40,000 4 2 2 9 Foul Appearance, Dodge G ASPM
2 Homonculus 60,000 4 2 3 8 Kick-Off Return, Pass, Strong Arm, GP SP
Sure Hands
4 Quicksilver Slime 90,000 7 2 3 7 Dodge, Catch, Nerves of Steel, Stunty AM GSP
2 Warp Automaton 90,000 6 3 3 8 Block, Dauntless GS APM
2 Clay Golem 100,000 4 4 2 8 Stand Firm, Tackle, Thick Skull GS AP
1 Stone Golem 130,000 3 5 1 10 Bone-head, Loner, Mighty Blow, S GAP
Multiple Block, Stand Firm, Thick Skull
0-8 Rerolls 70,000

Slimes: I felt this team was going to need very good line fodder, because if they play as intended they'll likely be scoring more often than your average bash team, so they need to be able to eat those free LOS blocks. However, I didn't want the linemen to have much, if any, offensive utility, as then they'd just use them to form up a cage. Which eventually led me to this incredibly odd beast. With ST and AG both at 2, and only 4 MA, they're all but useless for anything proactive. But with AV 9 + FA and Dodge, they're very resilient. Even assuming they'll be eating two die blocks most of the time, FA and Dodge together provide similar (tho not identical) protection as Blodge, so they should be pretty difficult to take down.
My big concern with them (and indeed most of this team) is that maybe they're a bit too min maxed. Also, with how cheap they are a lot of coaches are going to look at them and immediately want to just foul all the time, and while I don't mind the idea of this team getting in on the stomping action, I don't want it to be overly fouly either.
Homonculus: This guy is sort of the centerpiece of the team, in a strange way. To get the effect I wanted, I needed a good thrower than wouldn't be very good at just carrying the ball into the endzone themselves. MA 4 and ST 2 should make them very unattractive for that role, while Strong Arm and KOR offset the low MA's impact on initial ball retrieval and being able to get into position for a good throw.
Quicksilver Slime: These guys are, of course, the other end of the teams passing game. They're ST 2 again to discourage from just carrying with them, Catch because that's their job, and NoS and Stunty are mostly to deal with the fact that the rest of your team is so slow you really won't be able to stop the opposition crowding all over them if they want to, while your thrower is far too slow to reliably toss directly to the end zone. They have M access just so that there's some room to develop them in different directions, since without it they'd all be Side Step/Sure Feet and then a lot of coaches would just kick them for no doubles/stats. Access to Horns and Big Hand also gives the team some potential for developing a ball stealing threat, which is good since I feel like their defense is lacking.
Warp Automatons: These are the blitzers of the team, as well as the most well rounded piece they have. They're a bit slow for a blitzer, but it's a slow team (besides the quicksilvers) so I think that fits. They have Dauntless to give the team a bit of a leg up against teams like Orcs, Chaos, and Lizards who all manage to both out strength and out speed them. M access on doubles is mostly so they can get Claw, without it being an automatic first/second skill on every single one of them. They should fill a role similar to Stormvermin, hunting down and taking out important targets.
Clay Golems: These guys are essentially meant to be the pillars around which the rest of the team pivots, as well as instrumental to walling off the opposition from your half of the pitch, whether on defensive or just to keep your thrower safe. The only thing really odd about them is Tackle, which I threw in partially to make them less of just a "worse Flesh Golem" and also maybe give the team a bit of a boost against dodgy agile team. I'm not totally sold on it tho, and might want to trade it for a point of AV or maybe just drop it and lower the price 10k.
Stone Golem: The Big Guy. His job is mostly to be an immovable object for the other team to bash up against, sort of like a Tree, altho he's a bit more varied in what he can do with less ST and more MA. He also starts with MultiBlock, a choice I went with partially because it's a skill you never really see and partially because I felt like the team was a bit lacking in the damage output department, especially early on. This gives them the potential for 2 MB hits per turn right out of the gate, but it requires careful setup to make happen and neither one can be a blitz so getting them onto important targets should be quite difficult.
So that's my attempt at a Bashy Passing team. They're really more of an experiment in team design than an attempt at a really well made team, but I do think the idea would be cool to see out on the pitch if it can be put together in a way that works without being overpowered. Hopefully it's at least interesting to look at if nothing else, and of course if anyone has any thoughts or feedback they'd like to share I'd love to hear it.
