Alternative Lizardman Roster

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plasmoid
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Alternative Lizardman Roster

Post by plasmoid »

Some say that the lizardmen are too good.
Who knows?

What I noticed was that when the new team was launched, quite a few lizardman coaches complained that what made the team fun was GEN skills on the skinks.

Well, inspired by that, I designed an alternative lizardmen roster, to show to the coaches in my league. Now the 3 coaches considering playing lizardmen for next season say that they'd prefer to play the alternative roster.
Whether that is a good or bad thing is left to the reader ;)

However, check out the roster:
Skinks 8237 dodge, stunty , GEN
0-6 Saurus 6419 - , ST
0-1 Krox 6519 tail, mighty, skull, bonehead, ST

barring typos, the changes are:
The skinks get GEN rather than AG.
This is probably better than AG skills (even though skinks with catch, sure feet and sprint are very respectable players). Blodge is the obvious advantage, but there are more.
To balance things out, Saurii and the krox have lost their GEN skills, making these numerous hulking beasts somewhat less reliable.

Comments?
Martin :)

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Grumbledook
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Post by Grumbledook »

I think having gen skills is what made them unbalenced, they are fine as they are.

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MickeX
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Post by MickeX »

Once again, nice changes. But not giving the skinks AG just doesn't seem right. Surely taking Block away from the saurii would balance the team even with skinks that have Gen, Ag?

Come to think of, I think removing gen from saurii is even a better, more fluffy change than giving the skinks gen! Good job!

Micke

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plasmoid
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Post by plasmoid »

Hi all,
>Come to think of, I think removing gen from saurii is even a better,
>more fluffy change than giving the skinks gen! Good job!

Thanks Micke :)
IMO, Saurii are little more than standing alligators, with the brain size like a pea. They're half a step up from animals, so restricting them from taking G skills fits the bill.

As for the skinks, taking away AG skills will make them something else than fast goblins. GEN skill access will make them a lot of fun, and with dauntless now being a trait, they will be less powerful than before.

Anyway,
by now 3 coaches (of the 36) in my league want to play lizardmen next season. All of them want to try the new roster, and all of them because that creates so many interesting options.

It is a long time into the future, but by may 2004 the season will be over, and we'll have the development of 3 teams and some 150 games played to evaluate the roster.

Martin :)

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Zombie
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Post by Zombie »

It does look like a more interesting team to play with, but i hope you realize that this makes them much stronger.

Restricting sauri to strength doesn't change much since they rarely get skills anyway. And when (if) they do get them, they've still got break tackle, piling on, guard and mighty blow. They can still take block on a double as well.

Skinks on the other hand will now become heaps better. They go from fast goblins to almost as good as gutter runners. You'd have to at least increase their price by 10k to account for that, and even then they'd be undercost.

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los_locos
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Post by los_locos »

First I don't think the lizardmen are too good, I like the idea of giving Gen skills on skinks, that's more fun. But tain AG skills away is just not logical, skinks are little fast creatures so why can't they take any AG skills???
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Rune
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Post by Rune »

In our league Skinks have lost stunty and cost 50k, but they can take both Ag/Gen skills. Sauri doesn't have access to strength skills.

They're still a pretty good team.

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Skummy
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Post by Skummy »

I'd expect so, since you made the scorers that much better! An advanced lizardman team without any break tackle would be an interesting group to play against, though.

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Gorbit
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Post by Gorbit »

In my league, you can have 0-4 saurus, and 0-2 Kroxigors.( and some skimks, ofcourse)

That works fine.

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