Over Powered?

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Cannatiaz
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Over Powered?

Post by Cannatiaz »

http://www.midgardbb.com/GWTeams/Treefolk.html

I would really like to play this team but i think it looks quite overpowered and so does the guys i play with. therefore i would really appreciate it if you told me what you think.

Thanks alot

-Mattias

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Post by sean newboy »

http://www.midgardbb.com/MBBL2/index.php?show=RaceStats

Check out Treefolk stats there, along with all the rest. With 5 teams they are now 2-12 for win/loss.

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Post by Mestari »

Basicly, the team has

Runners 7 3 3 7 Double Blitz
Blockers 6 4 2 8 Thick Skull
Linemen 5 3 3 7 Double Dauntless
Big Guy 2 6 1 9 ThickSkull,StandFirm,MB,TakeRoot

Now, this reminds me slightly of the lizardman team. Oak aspects do the job of Sauri, Runners are trying to be Skinks, Treemen are Kroxigors.

This resemblance is a good starting point for defining how the team fares. The ability to change between aspects gives them more versatility, but otherwise the positions seem less good for their specific purposes than those of the Lizardmen. Dryads are able to take some mutations on doubles, which also gives a slight edge, and ST access for the "skinks" also should help (Stand firm, anyone?). Changing the aspects between games also allows every Dryad to take the ball-handler role every now and then to gain SPP's more easily.

Still, my feeling would be that this team is less good than lizardmen in the short run and despite some clear advantages concerning long-term growth, they'd be at most on par with Lizardmen as a developed team. Namely, I would allow it to be playtested in my league.

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Post by Jugular »

It's not at all like Lizardmen, unless i missed something the whole team could take oak aspect.....need I say more?
Ok even if we assume that coaches can't or wont just bash everything in their path into oblivion, they have three positional players and they all have at least st3 they then also have the strongest Big Guy's and everyone has access to Str skills and some limited access to physical abilities. If you cannot dominate your league with this team you're obviously missing some vital BB skills.

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Post by Mestari »

Yes, the whole team could take it.

Basicly the team has oak aspects - fast for ST4 guys, not very agile - they do a role very similar to that of the Sauri. The birch aspects will be doing the ball-handling. They are not as fast nor agile as skinks, so the playing style will be slightly different. If I had to choose, I'd rather have the skinks. Although I agree that the oak aspects +1MA seems a bit odd, I would still say that this team is not necessarily overpowered in long-term.

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Post by Mestari »

BTW. Although I understand the function of offering the team the ability to adapt to their each opponent through the Aspect skill, I'm not sure if I like it.

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Post by Alesdair »

it's hard... I'd be happier if the aspect was chosen at purchase... and never was able to be changed... but looking at it, once a player has a skill or a stat upgrade, then their aspect will tend to become 100% something anyway, ie +1ST... why would you come as a willow again.

but then they do cost 80k which is the most expensive 'lineman' position.
meaning you can't start with 2 trees, 11 players total, and still be able to afford ONE RR.

Starting with no Trees, 11 players total, you can't even have two RR's.

would you want an 11 man starting team with 1 RR and 5 fans... without having anyone AG4 or anyone coming with 'reroll' skills like surehands, pass or catch, (or even block for that matter)

It would be bloody hard to get these off the ground... especially as the only ones with AV above 7 have AG less then 3... but i can see if they ever get a chance to develop then they could be a powerhouse team...

but the critical word in that last sentance is 'IF'

I'll put them to my commish to see if i can play one next league... for the chalenge...

but i'd probably start with 10 dryads, 2RR and 6 Fan
or maybe even 9 dryads, 2 RR, 9 fan and apoth.

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Post by Jugular »

I think I'm right in saying you have to buy 11 players in you starting team. This obviously only if ur following the full LRB. I see your point about getting the team off the ground.....sorta. But I still would like to see any other starting team deal with 11 st4 players on an LOS. Ok you'll say Wardancers leap over them but in that case you could still pound the rest of the team with ur players. Even without block having a 2db in almost every block is not usually all that heavy on RR. OK I prolly wouldn't take 11 st4 players but if you were to take 2 'skinks' and then 9 'sauri' it's a ridiculously powerful team. If you dropped the price of the players by 10-20k and made them choose an aspect on purchase this team MIGHT be balanced.

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Alesdair
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Post by Alesdair »

yeah i realised that after i'd posted, but then we aren't playing strict LRB so i might convince the comish to let me start a man or 2 down.

It'd be a much weaker team early on if they had to choose at purchase, i think, because they can't use players as scorers to get them a skill (like block) and then use them as ST4 linemen.

I think having 11 players, one RR and 5 fans is punishment enough for a starting team, and their win-loss ratio agrees with me there.

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Post by Jugular »

Well good luck with it. Someday i might get round to joining a PBeM league and trying them out. See if I really can make them work all that well.

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Post by Longshot »

Overpowered? yes i am...

ok, i take the door and run...

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