Separate Chaos Teams

Got a great idea and/or proposal for BloodBowl?

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Sixpack595
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Post by Sixpack595 »

Want passing? Play Elves! :lol: No one will take those Mutations...they suck. Bad. Now that we have Traits theres even less reason to waste a doubles roll on them. We need better rules for those mutations to see anyone take them.
IronAge_Man wrote:To get back OT, what I would like to see is a Chaos team with a passing game, to make use of some of the under-used passing-orientated mutations like Extra Arms and Two Heads. Something not too far from Humans with physical access would be nice.

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Post by David Bergkvist »

The chaos team could have a mutant position that starts with both extra arm and two heads. That would make those physical abilities more used.

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Post by gken1 »

i say make mutations random like in 2nd edition. see way too many claws' and rsc's anyway.

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Post by plasmoid »

Hi all,
AFAIK, skill category does not figure into JJ's price formula.
But who cares. If you all think that the marauders need to be bumped up to 60K to be balanced then I'm all for it.

I think that the price increase is infinitely better than trying to play a bashy team with mostly AV7 players and very limited access to the bashy skills.

Warriors 100K, marauders 60K. Great :)
Martin

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Post by David Bergkvist »

plasmoid wrote:Hi all,
AFAIK, skill category does not figure into JJ's price formula.
Normally, it is not necessary to change for skill access, because what skill access a player type has can be described as a function of what stats and skills it has, so the skill access is indirectly paid for when you pay for the stats and skills. But that only apply if you follow the formula of what skill access a player should have.

Btw, the skill access formula can be described as:
General skills: a player type that does not have stunty gets general skill access.
Passing skills: a player type that either has pass or sure hands gets passing skills.
Agility skills: a player type with dodge or AG 4 gets agility skills.
Strength skills: a player type that doesn't have agility skills gets strength skills if they have two of the following: ST 4 or more, AV 8 or more, block, frenzy.

As with any formula, there are exceptions. For instance, this formula suggest that wights should have strength skills, but they don't. OTOH, wights get a cost discount.

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Post by plasmoid »

Hi David,
fair enough.
And you cooked up a pretty good list :)

But Wights get a discount?
I've always found them to be an overpriced player.
Compared to a human blitzer they get MA-1 (20K) and no ST-access for regeneration. Sounds like a bad deal ;)

But I'm absolutely fine with the 60K marauders.
Martin

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Post by Ithilkir »

Regen is a 20k skill however.

For the Wight...
6338 = 50k, +block @ 20k and regen @ 20k, so the Wight works out perfect

For the Human Blitzer...
6338 = 50k, +MA7 = 20k + Block =20k.. 90k for a Human blitzer... works out fine as well..

Keep in mind the change from MA6 to 7 is more expensive than the change from 7-8 due to allowing players to reach the endzone without a GFI.

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Post by Munkey »

Resurrecting this thread a bit, I really liked the Beastman team with the Centigors, mainly because the new Mordheim figure is brilliant.

How about:

Code: Select all

0-12 Beastman  60k   6 3 3 8  Horns  {G,S,Ph}
0-4  Bestigor  100k  6 4 3 8  Horns  {G,S,Ph}
0-2 Centigor   120k  6 3 2 8 Horns, Frenzy, Sprint, Sure Feet {G,S,Ph}
Re-rolls = 70k
Minotaur Big Guy
I looked at the stats on the web and as far as I can tell the Centigor is an extra movement beastman, so I figured ST3 Horns would be different to the Bull Centaur.

Given him AG 2 to represent drunkeness and stop him being too much of a star ballcarrier.

My main concerns are that the Centigor provides too much speed and ballhandling and makes effectively a chaos+ team. Ideas for tweaking the team include on ore more of -1 AG on the Bestigors, reducing the Centigors to 1 AG and possibly lowering the number of Bestigors available.

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Post by Skummy »

Losing AG on the Bestigors sounds like the best way to go - would keep them from being the main ball carriers on the team.

As they are, I'd probably price them out to 120,000, but a drop in agility would take them down around the price range you had in mind.

Looks like a fun team to play.

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Post by gken1 »

Munkey wrote:Resurrecting this thread a bit, I really liked the Beastman team with the Centigors, mainly because the new Mordheim figure is brilliant.

How about:

Code: Select all

0-12 Beastman  60k   6 3 3 8  Horns  {G,S,Ph}
0-4  Bestigor  100k  6 4 3 8  Horns  {G,S,Ph}
0-2 Centigor   120k  6 3 2 8 Horns, Frenzy, Sprint, Sure Feet {G,S,Ph}
Re-rolls = 70k
Minotaur Big Guy
I looked at the stats on the web and as far as I can tell the Centigor is an extra movement beastman, so I figured ST3 Horns would be different to the Bull Centaur.

Given him AG 2 to represent drunkeness and stop him being too much of a star ballcarrier.

My main concerns are that the Centigor provides too much speed and ballhandling and makes effectively a chaos+ team. Ideas for tweaking the team include on ore more of -1 AG on the Bestigors, reducing the Centigors to 1 AG and possibly lowering the number of Bestigors available.
it definitely is a chaos + team because you get 4 beastigors which are equal to chaos warriors + 2 more positioinals in the centigor.

Code: Select all

0-12 Beastman  60k   6 3 3 8  Horns  {G,S,Ph}
0-2  Bestigor  100k  6 4 2 8  Horns  {G,S,Ph}
0-2 Centigor   130k  6 4 2 8 Frenzy, Sprint, Sure Feet {G,S,Ph}
Re-rolls = 70k
Minotaur Big Guy
how about that?

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Post by Skummy »

:x That's it, Ken! I want you out of my head!

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Post by Munkey »

Skummy:
I was leaning towards losing the AG on the Bestigors, I think you are right that is probably the way forward, makes them develop that much more slowly.

Gken:
I reaslised soon after posting that I had basically added to the team and not taken anything away. Difficult to avoid on a team with only two positions to start with.

I prefer to keep the horns on the Centigor as this is a trademark of the team IMO and in this case ST4 seems a bit too good. Also ST3 means he's easier to knock over and so needs the support from slower team mates that much more.

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Post by gken1 »

I just don't see a four legged horse being the same str as a human. they are basically a frenzy bull centaur with less av and no thick skull.

also I see it hard to realistically envision a centigor using horns.....i see them hitting with the horse body not their head.

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Post by plasmoid »

I'd prefer a ST3 centigor with horns but without frenzy.
Maybe not for "realism", but for balance.
But I definately like the ideas here :)
Martin

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Post by gken1 »

i think the 4 st 4 players balances out nicely with the current chaos team.
You give up armor and ag to be a little more faster.

why pay 60k more for a centigor than a beastman if you only get sure feet/sprint and frenzy? he'd be the lamo player.

now a bull centuar type centigor adds flavor to the team....keeps the chaos team at 4 st 4 players.

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