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Unholy Union

Posted: Fri Aug 13, 2010 9:07 am
by Catt
I know that the Undead and their ilk really don't need another team but I like mixed and varied rosters and I was thinking about a kind of Undead alliance team: the Unholy Union. A kind of traditional ghostly undead team

0 -12 Skeletons 5 3 2 7 regen thick skull 40K
0 - 4 Wraiths 8 2 3 7 dodge, disturbing presence, regen A 70K
0 - 2 Wights 6 3 3 8 block G S 90K
0 - 4 Poltergeists 4 4 1 9 grab, regen, disturbing presence G S 100K
0 - 2 Anaemic Vampires 7 4 4 8 Wild Animal, Frenzy, regen G S 120K

RRs 70K

The Anaemic Vampires run a strict regime of blood fasting prior to a match in order to make it through without snacking on a spectator. As a result they're a tiny bit on edge! They run with great purpose (sometime too much purpose! hence MV 7, Wild Animal and Frenzy) but find it hard to control their lust and so can't concentrate on hypnotising anyone.

The Wraiths are kind of like Goul replacements but faster, weaker and, well, slightly disturbing! The poltergeists are broadly designed around flesh golems but I don't know if 0-2 would be a better number.

Thoughts?

Re: Unholy Union

Posted: Fri Aug 13, 2010 9:19 am
by nazgob
a lot of strength access on that team. and enough positionals that you wouldn't need to field a single lineman. i think you would need to trim back the allowances a little bit.

that said, i love the anaemic vampires.

Re: Unholy Union

Posted: Fri Aug 13, 2010 9:30 am
by Catt
nazgob wrote:a lot of strength access on that team. and enough positionals that you wouldn't need to field a single lineman. i think you would need to trim back the allowances a little bit.

that said, i love the anaemic vampires.
Yes I see what you mean. I could trim back positionals to 0 - 2 for all of them, and maybe remove S access from the Anaemic Vampires - after all they are anaemic!

I added the Wights in to give the team a couple of obvious and reliable blitzers (however the Anaemic Vamps could do this role). The Wights could however be removed, although if they were I might keep Wraiths at 0 - 4.

I'm fond of the Anaemic Vampires as well. I would think that Wild Animal would keep them in check a bit and in fact removing strength access might not be a bad idea anyway to keep their power down (making them like slightly slower, stronger Werewolves). Wild Animal would hopefully limit their usefulness a bit and make them a bit too unreliable to use as ball handlers. Their high AG is therefore more useful for dodging in order to blitz rather than score or pass. If they still seem a bit too powerful their AV could be lowered to 7 and still be inline with their anaemic nature!

Re: Unholy Union

Posted: Fri Aug 13, 2010 9:38 am
by nazgob
are they supposed to have Ag access?

Re: Unholy Union

Posted: Fri Aug 13, 2010 9:58 am
by Catt
nazgob wrote:are they supposed to have Ag access?
Yes they are actually so it should be General and Agility

Re: Unholy Union

Posted: Fri Aug 13, 2010 2:16 pm
by Catt
I've thought of a 'secret weapon' that they could have: Possessed Bat Swarm

0-1 Possessed Bat Swarm 9 1 4 6 stunty, secret weapon, wild animal, dodge, no hands, side-step, stab, multiple-block, thick skull

In some of the older graveyards in the Old World where the great and the good (or not so good) of Blood Bowl past are buried strange magic is at work. The necromancer Neva Gonawerk started the practice when his team's, the Neck Romancers, star player Count Lucas von Draken found himself on the wrong end of Zara the Slayers' stakes. At half time Gonawerk desperately needed an edge against the Amazon team they were playing and in desperation he bound von Draken's soul to the only thing to hand - the Neck Romancers mascot: a swarm of irritable bats. The bats worked their magic biting and clawing at the weak Amazon's and taking out enough players for the Neck Romancers to run in the winning touch down! This was just as well as Neva Gonawerk couldn't hold the spell together any longer and the swarm disspersed just after the whistle went. Other enterprising necromancers have now started trying this trick - although often using a 'doner' sould from a member of the opposition!

The swarm is stunty to represent the weakness of the bats but thickskull to represent the difficulty in getting them ALL knocked out! They obviously don't have any hands and the secret weapon represents the limited time span of the binding spell.

Not sure how to price it though. It's got a lot of skills but a large number of negatraits and ST 1. It's never going to skill up except through MVPs but it does have mutiple block, stab and can dodge anywhere on a 2+ and has SS...

Re: Unholy Union

Posted: Fri Aug 13, 2010 2:20 pm
by Maverick
trouble is with wild animal they'd need a 4+ to stab

Re: Unholy Union

Posted: Fri Aug 13, 2010 2:22 pm
by Catt
A little bit of editing:

0 -12 Skeletons 5 3 2 7 regen thick skull G 40K
0 - 4 Wraiths 8 2 3 7 dodge, disturbing presence, regen G A 80K
0 - 4 Poltergeists 4 4 1 9 grab, regen, disturbing presence G S 100K
0 - 2 Anaemic Vampires 7 4 4 8 Wild Animal, Frenzy, regen G A 120K

Re: Unholy Union

Posted: Fri Aug 13, 2010 2:23 pm
by Catt
Maverick wrote:trouble is with wild animal they'd need a 4+ to stab
Wouldn't it be a 2+ or would stab not count as a block for the purposes of wild animal?

edit: I know the stab action is instead of a block but I guess stab's interaction with wild animal isn't an issue in most cases as the two skills don't come together (except for chaos cup winners potentially)