Dryad Bloodbowl Team
Posted: Thu Oct 10, 2013 1:14 pm
Hi all,
I know this has been done before by some people but I wanted to throw this one up for discussion. Slightly play tested vs a stunty and a bashy team. Stunty team was good contest, bashy team did some damage to the weaker players, but ended a draw.
Here's my team idea:
Qty - Name - Stats - Skills - Single Roll - Double Roll - Cost
0-16 - Dryad - 5327 - Take Root, Dislodge, Thick Skull - GS - AP - 70,000gpc
0-2 - Branchwraith - 5427 - Take Root, Dislodge, Fend, Thick Skull - GS - AP - 100,000gpc
0-4 - Swiftbark - 7237 - Take Root, Dislodge, Extra Arms - GAP - S - 100,000
0-2 - Sprite - 6135 - Dodge, Right Stuff, Titchy, Stunty, Side Step - A - GSP - 30,000
0-1 -Treeman - 261(10) - Loner, Mighty Blow, Stand Firm, Thick Skull, Throw Team-Mate, Take Root - S - GAP - 120,000
Re-Rolls are 60,000gpc
Dislodge: This skill is used to un-root a rooted player. When you activate a player you must pass an Agility test to see if the players dislodges itself. If passed the player may continue as normal. This an unmodified Agility roll regardless of players that occupy adjacent tackle zones.
If the player fails then they remain rooted and can everything normally except move.
Note: A player that dislodges them self does not need to pass a Take Root test in the same turn.
I have a team of dryads I use as my Wood Elves. I will post a picture here. If you were at ARBBL Tourney in March in the UK you would of seen me using then.
Some starting lineups for TV 1000 are:
1x Tree, 2x Branchwraith, 2x Swiftbark, 2x Sprites, 4x Dryads & 2 ReRolls - 990
2x Branchwraith, 2x Swiftbark, 2x Sprites, 5x Dryads & 3 ReRolls - 980
1x Tree, 2x Branchwraith, 2x Swiftbark, 6x Dryads & 1 ReRolls - 1000
Feel free to throw some thoughts in. Take Root on a all but the Sprites makes the team very tactical as everything you do requires a dice roll with them. I enjoyed the two games I've played with them.
There are no immediate skills as well that are stacked, so progression paths are more open.
I know this has been done before by some people but I wanted to throw this one up for discussion. Slightly play tested vs a stunty and a bashy team. Stunty team was good contest, bashy team did some damage to the weaker players, but ended a draw.
Here's my team idea:
Qty - Name - Stats - Skills - Single Roll - Double Roll - Cost
0-16 - Dryad - 5327 - Take Root, Dislodge, Thick Skull - GS - AP - 70,000gpc
0-2 - Branchwraith - 5427 - Take Root, Dislodge, Fend, Thick Skull - GS - AP - 100,000gpc
0-4 - Swiftbark - 7237 - Take Root, Dislodge, Extra Arms - GAP - S - 100,000
0-2 - Sprite - 6135 - Dodge, Right Stuff, Titchy, Stunty, Side Step - A - GSP - 30,000
0-1 -Treeman - 261(10) - Loner, Mighty Blow, Stand Firm, Thick Skull, Throw Team-Mate, Take Root - S - GAP - 120,000
Re-Rolls are 60,000gpc
Dislodge: This skill is used to un-root a rooted player. When you activate a player you must pass an Agility test to see if the players dislodges itself. If passed the player may continue as normal. This an unmodified Agility roll regardless of players that occupy adjacent tackle zones.
If the player fails then they remain rooted and can everything normally except move.
Note: A player that dislodges them self does not need to pass a Take Root test in the same turn.
I have a team of dryads I use as my Wood Elves. I will post a picture here. If you were at ARBBL Tourney in March in the UK you would of seen me using then.
Some starting lineups for TV 1000 are:
1x Tree, 2x Branchwraith, 2x Swiftbark, 2x Sprites, 4x Dryads & 2 ReRolls - 990
2x Branchwraith, 2x Swiftbark, 2x Sprites, 5x Dryads & 3 ReRolls - 980
1x Tree, 2x Branchwraith, 2x Swiftbark, 6x Dryads & 1 ReRolls - 1000
Feel free to throw some thoughts in. Take Root on a all but the Sprites makes the team very tactical as everything you do requires a dice roll with them. I enjoyed the two games I've played with them.
There are no immediate skills as well that are stacked, so progression paths are more open.