True Running Team, Take 2: The Bretonnians
Posted: Thu Apr 29, 2004 6:01 pm
Hey guys,
I'm still obsessing over the whole running team (i.e. a team with no access to Passing or Agility skills) thing. But this time I though I would approach it from a different angle by making it a Bretonnian team. Let me know what you think.
Qty Position MA ST AG AV Skills & Traits (Skill Access) Cost
0-12 Peasants 6 3 3 7 None (General) 40,000 gp
0-2 Flagellants 7 3 2 7 Frenzy, Dauntless (General) 80,000 gp
0-4 Squires 7 3 3 8 Strip Ball (General, Strength) 90,000 gp
0-4 Knights 7 3 3 8 Block, Sure Hands (General, Strength) 110,000 gp
0-1 Treeman 2 6 1 10 Mighty Blow, Stand Firm, Take Root, Thick Skull, Throw Team-Mate (General, Strength) 120,000 gp
Team Re-Roll Cost: 60,000 gp.
Notes on Team Design
This team fits all the guidelines found on www.midgardbb.com (http://www.blood-bowl.net/BloodBowlPlayers.html) and is a great running team. They’re not the fastest out there but they’re faster than most Human teams on average. They have no great ST or AG players. No player has access to Passing or Agility skills, so unless you roll doubles, you have to develop this team either as a bashy team or a running team (which is the intention).
The idea of this team is for the Knights to get the ball (hence Sure Hands) and run with it (hence MA7) to score touchdowns (the Bretonnian Knights are egotists after all), while the Squires run with them (hence similar MA7) and take all the hits for them (I was tempted to give them Guard but decided against it). The Flagellants are just nutters who try to take out the opposition (hence the Frenzy and Dauntless traits) and don’t care about dodging or staying away from opposing players (hence AG2). The Peasants just fill in the squad but have poor quality equipment (hence AV7).
That’s the offence, of course. If defending, the Knights are intended to go on the LoS and hold their own while the Squires go after the ballcarrier (hence the Strip Ball skill).
I made the Team Re-Rolls a little more expensive due to the friction between the peasants and knights and the insane nature of the flagellants.
Notes on Player Design
Knights are warriors usually, so I gave them the Block skill too. If a lot of people don’t like this, then I’ll drop it. This will make them cheaper too, so I’ll be happy to drop it. It just seemed to fit their character background.
Peasants actually only cost 30,000 gp but I upped their price to 40,000 gp. They are a little better than Skeletons or Zombies after all (higher MA and higher AG even with similar AV and no Regeneration trait) and are exactly the same as Thralls on the Vampires team.
I also upped the cost of the Treeman, simply because I felt it would be a rarer occurrence for a Treeman to play for Bretonnia than Wood Elves and/or Halflings. Bear in mind that Treemen should really cost 150,000 gp anyway.
Remember that the cost formula is not perfect. For example, Dark Elf Blitzers should cost 120,000 gp but only cost 100,000 gp. Witch Elves should cost 140,000 gp and not the actual cost of 110,000 gp.
A Starting Line-Up
2 Knights (220,000 gp)
2 Squires (180,000 gp)
1 Flagellant (80,000 gp)
8 Peasants (320,000 gp)
2 Team Re-Rolls (120,000 gp)
8 Fan Factor (80,000 gp)
I'm still obsessing over the whole running team (i.e. a team with no access to Passing or Agility skills) thing. But this time I though I would approach it from a different angle by making it a Bretonnian team. Let me know what you think.
Qty Position MA ST AG AV Skills & Traits (Skill Access) Cost
0-12 Peasants 6 3 3 7 None (General) 40,000 gp
0-2 Flagellants 7 3 2 7 Frenzy, Dauntless (General) 80,000 gp
0-4 Squires 7 3 3 8 Strip Ball (General, Strength) 90,000 gp
0-4 Knights 7 3 3 8 Block, Sure Hands (General, Strength) 110,000 gp
0-1 Treeman 2 6 1 10 Mighty Blow, Stand Firm, Take Root, Thick Skull, Throw Team-Mate (General, Strength) 120,000 gp
Team Re-Roll Cost: 60,000 gp.
Notes on Team Design
This team fits all the guidelines found on www.midgardbb.com (http://www.blood-bowl.net/BloodBowlPlayers.html) and is a great running team. They’re not the fastest out there but they’re faster than most Human teams on average. They have no great ST or AG players. No player has access to Passing or Agility skills, so unless you roll doubles, you have to develop this team either as a bashy team or a running team (which is the intention).
The idea of this team is for the Knights to get the ball (hence Sure Hands) and run with it (hence MA7) to score touchdowns (the Bretonnian Knights are egotists after all), while the Squires run with them (hence similar MA7) and take all the hits for them (I was tempted to give them Guard but decided against it). The Flagellants are just nutters who try to take out the opposition (hence the Frenzy and Dauntless traits) and don’t care about dodging or staying away from opposing players (hence AG2). The Peasants just fill in the squad but have poor quality equipment (hence AV7).
That’s the offence, of course. If defending, the Knights are intended to go on the LoS and hold their own while the Squires go after the ballcarrier (hence the Strip Ball skill).
I made the Team Re-Rolls a little more expensive due to the friction between the peasants and knights and the insane nature of the flagellants.
Notes on Player Design
Knights are warriors usually, so I gave them the Block skill too. If a lot of people don’t like this, then I’ll drop it. This will make them cheaper too, so I’ll be happy to drop it. It just seemed to fit their character background.
Peasants actually only cost 30,000 gp but I upped their price to 40,000 gp. They are a little better than Skeletons or Zombies after all (higher MA and higher AG even with similar AV and no Regeneration trait) and are exactly the same as Thralls on the Vampires team.
I also upped the cost of the Treeman, simply because I felt it would be a rarer occurrence for a Treeman to play for Bretonnia than Wood Elves and/or Halflings. Bear in mind that Treemen should really cost 150,000 gp anyway.
Remember that the cost formula is not perfect. For example, Dark Elf Blitzers should cost 120,000 gp but only cost 100,000 gp. Witch Elves should cost 140,000 gp and not the actual cost of 110,000 gp.
A Starting Line-Up
2 Knights (220,000 gp)
2 Squires (180,000 gp)
1 Flagellant (80,000 gp)
8 Peasants (320,000 gp)
2 Team Re-Rolls (120,000 gp)
8 Fan Factor (80,000 gp)