Hi Martin, appreciate the input.
plasmoid wrote:2) I think perhaps look at some fluff ...
NEVER!
...rather than 'halfling with JU'. Feels arbitrary (at least to me). I think they have Big hands. And could be fast. Which would make their teleporting even more scary. I'm also not sure they should be stunties. Are they really that small?
The models are pretty small. I actually thought the variation on halfling was better than variation on goblin, to be honest. The Jump Up I liked for three reasons; first, mechanically it mitigates the slow starting speed a little. Second, thematically I liked the idea of this little dude leaping out from the mouth of a player as the result of an injury inducing impact. And third I like that it encourages you to throw Pink Horrors, since if the player lands and isn't injured you still get a dude that can move five squares immediately.
To make it more fluffy I'd actually wondered if dropping the A access and leaving him with just M might be worthwhile. I imagine them to be temporary, disposable and shifting, what better way to represent that than bad AV and M only access?
I think Stunty with M access infringes heavily on Underworld.
Funny, I saw it as a chaos halfling thing. I'd also have thought M access is necessary for all Tzeentch type players.
How about 7237 Big hand, Dodge, Right Stuff? AM access
I'll be honest, I thought it better to go for 'different stunty' rather than 'better goblin'. The big hand thing, I wonder if that door needs to be left open as a skill choice. I'm receptive, but not feeling this guy... it's too objectively strong.
...And then, like you said, a blocker type or beastman. Perhaps just 0-2.
Could be a very interesting team.
Yeah, I think so - I reckon I'd personally enjoy giving it a go. I'm not sure what it needs in the positional slots to be honest. My thinking is that if this was a real team and not just a thought exercise I'd want it to do a couple of things:
1) Have a fun and non-linear playstyle (I think the beastman position throwing each other and then having little guys spring out of their chest accomplishes that!)
2) Be more about the pinks than the blues, with the balance drifting during the game
3) Be nevertheless playable as a stunty roster
That leads to me think that actually what the roster maybe needs is 0-16 blues, 0-8 pinks and two big guys. Thoughts?
Cheers
