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New cocept werewolves
Posted: Fri Oct 04, 2002 12:03 am
by Colin
I've been kicking this idea around my head a bit today and decidec to post it to see what you all think (I'm sure most of you will hate it

but here goes anyway).
I was thinking about making a werewolf team that wouldn't just be a translation of the 2ed, which I must admit is a little boring with no variety to the players. The "fetch-doggy" werewolf that is included in the Necro team got me to thinking maybe there could be different types of players on a werewolf team. For simplicity sake I wanted to have the players change into their werewolf form before the game so that there isn't any roll, plus the fact that this eliminates the need to have 2 sets of minis for the team, one in were form and other in human form (for those who fail roll). I think that having to have 2 full teams of minis for one experimental team is a bit much.
Anyway, I decided to have a couple of different types of werewolves. The first type is the typical BB ww, which has a very strong wolf character, wolf head and tail on hairy humanoid body (think of the converted ww team in BBmag2). These would be the most vicious of the two types. The second type doesn't have a strong wolf character (the mark of the wolf is only slight). Think of the B horror film type of ww, human looking but hairy face and hands with fangs and pointy ears (Lon Chaney ww kind of looking). For lack of a better word, I call these ww types dogmen and do the ball handling, throwing and catching (or should I say fetching) as well as being linemen.
0-12 dogmen linemen 50K 6337 RSF Gen
0-2 dogmen throwers 80K 7337 Pass RSF Gen Pass
0-2 dogmen fetchers 90K 8337 Catch RSF Gen Ag
0-4 wolfmen blitzers 130K 7438 Break tackle, RSF, Frenzy Gen St
0-2 wolfmen blockers 120K 6428 RSF Frenzy Gen St (these could be omitted, just added to give a variety of wolfman positions)
Thought there could be a BG for this team, one that has let the beast completely take over, big nasty and feral (like the BG conversion on the ww team in BBmag2).
0-1 Alfa wolf 120K 5528 MB, RSF, TS, WA St
Just as a note, this is not meant to try and justify the werewolf on the Necro team, it just got me to thinking. Personally, I would rather see a seperate ww team, but if ww are included in Necro undead, better to have them follow closer to 2ed (similar to blitzer types above).
Posted: Fri Oct 04, 2002 8:47 am
by DoubleSkulls
Talk about murder team...
This list is
All the Blitzers and Blockers take Piling On - so +4 vs armour, +2 injury on 6 players
RSF on every player is just way too much - no one will want to play against this team.
Ian
Posted: Mon Oct 07, 2002 10:09 pm
by Valen
I don't like the idea of a 16 man team each with RSF, it would be very unbalanced (dammit, I promised myself I would never say unbalanced on this website).
Basically, if you beat the armour, it is very likely the player will be injured.
I prefer the idea that the werewolves are able to gain RSF from a double (just like a trait).
Posted: Mon Oct 07, 2002 11:46 pm
by sean newboy
There is already a team with 15 rsf, its killer, and all of them only have st 2, this team would be majorly broken.
Posted: Tue Oct 08, 2002 12:37 am
by GalakStarscraper
sean newboy wrote:There is already a team with 15 rsf, its killer, and all of them only have st 2, this team would be majorly broken.
Yeah know I forgot about them for a second but you are right, Sean. In the MBBL2, we have a team where the entire team has RSF.
In 11 games they have racked up 61!!! casualties and Sean is right the entire team is ST 2 except their one Big Guy (but he doesn't have RSF).
http://www.midgardbb.com/MBBL2/Season2/ ... lings.html
Of course the flip side is they've only scored 6 TDs in 11 games also.
Sean's nailed it on the head ... this team would be completely broken.
The MBBL2 has a Werewolf team translated from 2nd edition, we've played it for 2 years in 30+ matches and folks really like playing it and it works. Check it out for some ideas.
http://www.midgardbb.com/MBBLTeams/Lycanthrope.html
Galak
Posted: Tue Oct 08, 2002 3:19 am
by Cervidal
I can't imagine that it helps that all the little buggers come with regeneration, though.
Posted: Tue Oct 08, 2002 4:27 am
by Colin
My main idea was to come up with a WW team that would have some different type of players, not all the same (as they were in 2ed). Yes, I figured RSF on everyone would be a bit much but couldn't think of anything else that would we wolfy. I don't think there's anything wrong with the basic idea of having lesser werewolf types for linemen and ball handlers, with the more feral types doing the bashing. Maybe someone could come up with better stats. BTW, though I don't like the idea of having two full teams worth of minis to represent one team, I guess some kind of dug-out change rule would be needed for balance. Have the human form be 6337 with no skills and access only to General. Have a 50/50 chance of changing (4-6 to become WW), auto revert on any injury that would require being in dugout (KO-SI). Using Apoth doesn't keep player in were form, stays on pitch but in human form.
Posted: Tue Oct 08, 2002 3:14 pm
by Wiss
Quoted from above:
0-12 dogmen linemen 50K 6337 RSF Gen
0-2 dogmen throwers 80K 7337 Pass RSF Gen Pass
0-2 dogmen fetchers 90K 8337 Catch RSF Gen Ag
0-4 wolfmen blitzers 130K 7438 Break tackle, RSF, Frenzy Gen St
0-2 wolfmen blockers 120K 6428 RSF Frenzy Gen St (these could be omitted, just added to give a variety of wolfman positions)
**end quote **
How about something like this:
0-12 Dogmen 50K 6 3 3 7 Gen
0-2 Fetcher 90K 8 3 3 7 Growl (Hypnotic Gaze), Sure Hands Gen Ag
0-4 Blitzer 90K 7 3 3 8 Frenzy, Shadowing Gen St
0-2 Wulfgrynner 100K 5 4 2 8 Mighty Blow Gen St
Not real comfortable with the Strength 4 players but thought there might be too few position slots and that the lack of strength might hamper a running team. Thought it might be nifty to have a runner type with Hypnotic Gaze and justified it with a terrifying growl freezing a player in place out of fear with the end result being the same as Hypnotic Gaze. Hope this gives you some thoughts and it may be a bit more palatable than a team with all RSF.
Regards,
Dennis
Posted: Tue Oct 08, 2002 4:16 pm
by franck_le_grand
Wiss
0-4 Blitzer 90K 7 3 3 8 Frenzy, Shadowing Gen St
Those blitzers are very good Wiss. They start with a trait, 7 ma and shadowing, and they only cost 90k

and you can have 4 of them.
IMO they're way too good. The entire team is too good. Consider them after a few matches, when some of them has gone up a level

Posted: Tue Oct 08, 2002 4:38 pm
by Wiss
Yeah, the blitzers probably are... you'll have to excuse the pricing as I was doing it from my head and at work without the benefit of the rule books

I was just tossing out some ideas for the werewolf team without resorting to all RSF as the distinguishing features. I wanted to focus on traits that might be associated with wolves... Reliance on running, frenzy and shadowing and threw the hypnotic gaze in there to further distinguish them.
Regards,
Wiss
Posted: Tue Oct 08, 2002 11:51 pm
by Colin
Yes, I guess there are a number of different skills that could be used to give a WW feel to a team. I knew in the back on my mind that giving everyone RSF wasn't going to work, but I posted it anyway. I still think maybe one position could start with it, but I will have to think on it some more.
Posted: Wed Oct 09, 2002 9:22 am
by shaniepoo
I play as a WW and i just use the norse team stats, they work well enough but it would be nice to have a set in stone team.
What about this then-
Line Wolf 50k 7337 Block Gen
Thrower 70k 8337 pass Gen+Pass
Catcher 70k 8337 Catch Gen+AG
Blitzer 90k 8338 Block Frenzy Gen+ST
Big guy 110k 5438 Block Frenzy RSF Gen ST
Im still not so sure about the big guy, do you think he is to hard? What about if you drop the AG down to 2?
Posted: Wed Oct 09, 2002 10:18 am
by Valen
If you drop Block, but add Wild Animal to your big guy, I think he wpould be OK!
Posted: Wed Oct 09, 2002 5:55 pm
by Darkson
I think your linemen (linewolves?) are underpriced. They costed the same as a Norse lineman, with the same stats and skills, and then +1MV.
Also, the positional players look a bit cheap if your comparing them to Norse as a starting point.
I'd suggest bringing the MV of all 3 down to 7 and raising the price of the linemen to 60K.
Posted: Fri Oct 11, 2002 7:17 pm
by Acerak
I have a simple Werewolf team running in my league:
0-16 Werewolf 70K 6337 Frenzy, Mighty Blow (Gen only)
Re-rolls: 70,000 gold pieces each
If you wanted to go with toned-down players and introduce a few positions, I might suggest this:
0-16 Lineman 70K 7337 Frenzy (Gen only)
0-2 Runner 90K 7337 Sure Hands (Gen only)
0-6 Blitzer 100K 7337 Frenzy, Block, Shadowing (Gen, Strength)
Pricing has already been "fudged" to allow for the fact that the Runners are more valuable than they appear - no Frenzy - and the Blitzers are a shade underpriced to accommodate. There are plenty more of 'em, however. I can't see Blockers or Catchers on this team. Well, maybe Blockers, but if the team gets 6 Blitzers...
-Chet