Page 1 of 1

Adding Araby and Bretonnia as human teams for a league

Posted: Thu Dec 29, 2005 4:51 pm
by Taffsadar
[boring background story]
I really love the way human teams work on the bloodbowl field and first was I thinking about creating an all human group on fumbbl but then I realised that it would be boring to only face the same human teams (and probably less than 10 different opponents). Therefor am I going to try to set up a realworld league consisting of different human teams. Now I want your input on if they are unbalanced/badly made
[/boring background story]

Bretonnia
0-4 Knights Mv6 S3 Ag3 Av9 Skills: block, dauntless Cost: 100 000gp access to general and strength skills
0-4 Squires Mv6 S3 Ag3 Av7 Skills: guard Cost: 50 000gp access to general skills
0-2 Runners Mv8 S2 Ag3 Av7 Skills: sure hands, dodge Cost 70 000gp access to general and agility skills
0-12 Men at arms Mv6 S3 Ag3 Av8 Skills: none Cost: 50 000gp access to general skills
Reroll cost: 40 000gp

Knights have access to general and strength skills, runners have access to agility and general skills and squires and men at arms have access to general skills.

Basic thoughts about the team: I really didn't want to make up any advanced special rules for the knights so I just put them up as knights rather than making three different kinds of knights like some bretonnian teams have. The squires are there to support the knights and I think there will be quite hard for coaches to decide on if they want some extra squires or men at arms on the field. The runners where the thing I had the most trouble deciding on. It was either the current set up or Mv7 S3 Ag3 Av7, sure hands 60k. I decided on this option and rerolls at 40k rather than 50k to make sure that the Bretonnian team has som positive differences compared to an orc team.

Typical starting team:

3 Knights 300k
4 Squires 200k
2 Runners 140k
3 Men at arms 150k
3 Rerolls 120k
9 Fan factor 90k

Araby

0-4Blitzers Mv7 S3 Ag3 Av8 Skills: block Cost: 90 000gp access to general and strength skills
0-2Throwers Mv7 S3 Ag3 Av7 Skills: pass, sure hands Cost: 70 000gp access to general and pass skills
0-2Catchers Mv8 S2 Ag3 Av7 Skills: catch, dodge Cost: 70 000gp access to general and agility skills
0-2 Assasins Mv7 S3 Ag3 Av7 Skills: dodge, shadowing Cost: 70 000gp access to general and agility skills
0-12 Linemen Mv7 S3 Ag3 Av7 Skills: none Cost: 50 000gp access to general skills
Rerolls cost: 50 000gp

Basic thoughts about the team: If Bretonnia are the orcs of the human teams are araby the skaven. They lack the armour of the other human teams but are faster and supported by the nimble assassins which makes for a fast paced game where offence is the winner.

Typical starting team:

3 Blitzers 180k
1 Thrower 70k
2 Catchers 140k
2 Assassins 140k
4 Linemen 200k 880k
3 rerolls 150k
9 Fan factor 90k
30k in treasury

Posted: Thu Dec 29, 2005 5:48 pm
by Darkson
Where's the "neither are balanced" option (not saying that's my vote btw)?

Posted: Thu Dec 29, 2005 6:24 pm
by Taffsadar
Darkson wrote:Where's the "neither are balanced" option (not saying that's my vote btw)?
I just asked myself about that, I know I wrote out that option but it doesn't seem to have been included.

[Edit]: I had forgotten to click "add option"

Posted: Sat Jan 07, 2006 8:17 pm
by Moose Cloud
I would make the squires have strength access and AV 8 and up their cost. This is not because the team is unbalanced. It is because otherwise they are not really a positional as such.

The teams seem quite balanced. Good job.

Posted: Sat Jan 07, 2006 8:19 pm
by Moose Cloud
Actually on second thoughts although looking at the bretonian team on its own it seems fine if compared to humans it looks quite strong.

Posted: Tue Jan 10, 2006 12:03 pm
by the.tok
mmm I'm fine with arabians, but I can't stop feeling breto are really broken: :-?

their blitzer is an orc blitzer with dauntless :o take any good ork team, look at their blitzers, give them all dauntless.... man that is just scary!
gard on the squires is also too much IMO, at least drop them to 0-2, that will prevent you from having the same problem than ork: 10 positionnal is too much when 8 of them are that powerful (well indeed, squires are not powerful, but they make knights even more powerful)

seriously, it would at least be among the best teams if not broken, I especially fear that a few doubles can make them too powerful as they already have 8 doubles on the roster, 8 gards blok when everyone gets a skill, quite fast, quite strong with 4 dauntless, even ogres team will run away...

just my opinion of course ;)

Posted: Tue Jan 10, 2006 1:21 pm
by gken1
too many positionals.

I had the same idea with bretonnians. knights, squires and men at arms.

personally i'd like to see:

0-4 Knight 7 3 3 9 block GS 130k --makes them unique in only 7MA 9AV player
0-4 Squire 6 3 3 8 Guard G 90k --starting with guard you really got to pay for it.
0-12 Men at Arms 5 3 3 9 G 50k

I think this makes them a "running/hitting" type team that I feel the bretonnians should play.

As for araby. I always liked the original net version posted on blood-bowl.net

Posted: Mon Jan 30, 2006 11:44 pm
by DG_Slider
Didn't Galak have a Bret team in testing. I asked about this on another thread and I think they are testing this team (Positional names are wrong, basing off old Bret team):

QTY PLAYER TITLE COST MA ST AG AV Normal Double SKILLS
0-16 Peasant 40K 6 3 3 7 GA SP Loner

0-2 Squire 60K 6 3 3 7 GP AS Sure Hands

0-2 Knight Errant 70K 6 3 3 8 GS AP Wrestle

0-2 Realm Knight 100K 7 3 3 8 GS AP Block, Catch

0-2 Quest Knight 120K 6 3 3 9 GS AP Block, Dauntless, Juggernaut


TEAM REROLL 50K

Posted: Sat Mar 11, 2006 2:17 pm
by Taffsadar
I really don't agree about the Bretonnians being overpowered.

If you start out with full positionals will you have a setup of 4 squires, 2 runner, 4 knights and a man at arms. On offense that works quite well since the knights can be put on the LoS scrimmage together with flanking squires for a set up along these lines. The flanking squires could substitute for the knights in the centre when they get block but they would still be ina quite bad position to take on chaos warriors, black orcs or dwarves who are just plain better on the LoS:

-----skkks-----
-ks--------sm--
-----------------
-----r-----r-----

They would own the LoS against humans and skaven but they will be horribly vulnerable to containment type of plays. Humans and skaven bypasses this with the help of their quite decent throwers and catchers that can break through any gaps and score a 2 or 3 turn touchdown. The bretonnian equilant to thise would be by setting one of the Runners close to the line of scrimmage and the other back with the ball. The only downside is that it becomes quite obvious which side you want to run through since you only got one runner to do it with...

You could of course run do the good old fake pass where you actually hand it off to a linemen instead. It's rather hard to pull off with only Mv6 players but it is a decent option.

Defence is abit more iffy. The biggest and toughest guys doesn't do well on the LoS and the other ones doesn't do well either. The only guys suitable for LoS work are the benchwarming men at arms. My set up on defence would probably be (schematicly):

-----mkm-----
-ks--s-k-s--rk-
-------s--------

Then the really problem comes, you really don't have anything to pressurize the ballcarrier with which means that you have to do it the orcy way and bash your way through. Norscans can do it and Brets are quite close to the Norscans in playingstyle except for a strength advantage but a shortage on block.

The Brets are definatly not a weak team But their reliance on Ag3/Av7 players combined with the overall movement of 6 means that they really doesn't turn into a powerhouse like the orcs or the amazons.