WereWolf Team
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WereWolf Team
Now that we got an official stat line on were wolves I was thinking we could come up with a roster that would bring back the 'ol teams like the Westside Werewolves and Icecastle Wolves.
since werewolf = 8 3 3 8 frenzy claw catch 120k it'd be kinda hard to field a team of these or at least a starting roster. So pulling on an old were rule we can probably make it work.
Since the necro teams get the pick of the litter on were wolves they get the primo version. Werewolf teams aren't so lucky.
0-4 Werewolf 8 3 3 8 frenzy claw catch 120k
0-12 Lesser werewolf 6 3 3 8 frenzy 70k
rr's 60k
apoth yes.
what u think...just a starting point.
since werewolf = 8 3 3 8 frenzy claw catch 120k it'd be kinda hard to field a team of these or at least a starting roster. So pulling on an old were rule we can probably make it work.
Since the necro teams get the pick of the litter on were wolves they get the primo version. Werewolf teams aren't so lucky.
0-4 Werewolf 8 3 3 8 frenzy claw catch 120k
0-12 Lesser werewolf 6 3 3 8 frenzy 70k
rr's 60k
apoth yes.
what u think...just a starting point.
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- Alesdair
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hmm, i was going to comment that the lesser were should be 10k more, but then i remembered the 10k lineman discount principle...
would be a lot of fun and chaos, that's for sure.
RR should be 70 i think, just to put them the same as the other really nasty teams.
but appart from that i approve.
would be a lot of fun and chaos, that's for sure.
RR should be 70 i think, just to put them the same as the other really nasty teams.
but appart from that i approve.
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Pass me another Elf, Captain. This one's split.
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I might be tempted by:
But do we really need a 5th undead team? 
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0-12 Werekin 60k 6 3 3 8 Frenzy {G}
0-4 Runners 120k 8 3 3 8 Claw, Catch, Frenzy {G,A}
0-2 Blitzers 120k 7 4 2 8 Break Tackle, Frenzy {G,S}
rerolls = 70k

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- GalakStarscraper
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All frenzy str3 team will have problems with it. Getting 2d blocks early on is hard if every player is marked. 1d blocks and dodging will burn rerolls quickly. It's not a strong starting team at least.
Nazgit's roster would overcome this problem with break tackle str4 blitzers.
Nazgit's roster would overcome this problem with break tackle str4 blitzers.
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i think an all st 3 frenzy team would be a challenge. Plus werewolves weren't one the great races...kinda just above vampires i think. giving them st4 players would eliminate a weakness on the team. But I could also see lots of different tactics with them with frenzy all over the place
playing near the sideline vs this team would be death 


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It's a nice idea and has some significant coaching pitfalls. A loose defence would let this team off. But they have the speed to take advantage of the subsequent width if the defence is closeknit. I like the idea. I hate seeing a team with only two types. I really like Nazgit's amendment. In terms of prices I think playtesting would be vital.
I was thinking of some sort of religious support for diversifying the number of player types. Some kind of acolyte on pitch but they'd pretty obviously be just more lineman types which would be boring.
Look forward to someone doing some thorough playtesting.
I was thinking of some sort of religious support for diversifying the number of player types. Some kind of acolyte on pitch but they'd pretty obviously be just more lineman types which would be boring.
Look forward to someone doing some thorough playtesting.
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- Sixpack595
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I had an idea for a Werewolf player a while ago that incorporated the shapechange aspect. They were a bit tougher than this official Were, but they behaved a bit differently.
What do you think of this?
0-4 Werewolf 7 4 3 8 Frenzy Claw 120k (Gen, Ag)
0-12 New Were 6 3 3 7 Transform 50k (Gen)
Rerolls 70k
Transform: Newly infected Weres have not developed good control over their changing yet. To represent this, new Weres in order to change to their were form must spend an action without moving "changing". roll d6: on a 4-6 they are able to trigger themselves to change and their stats become 6 4 2 8 Frenzy. This change does not take effect until their next team turn, but while "changing" they gain Foul Appearance. They do not exert a tackle zone while changing and cannot assist blocks.
Their new wereform is still awkward to them which is why their AG decreases when they change. If they gain a stat increase via experience, the coach must choose whether to apply it to the human form or the wereform: NOT BOTH. Additionally, if any Wereworlf team member rolls doubles, they may gain one of the following Physical Abilities, which may only be applied to their transformed state: Claw, Foul Appearance, Very Sharp Fangs, Very Long Legs, or Regeneration.
What do you think of this?
0-4 Werewolf 7 4 3 8 Frenzy Claw 120k (Gen, Ag)
0-12 New Were 6 3 3 7 Transform 50k (Gen)
Rerolls 70k
Transform: Newly infected Weres have not developed good control over their changing yet. To represent this, new Weres in order to change to their were form must spend an action without moving "changing". roll d6: on a 4-6 they are able to trigger themselves to change and their stats become 6 4 2 8 Frenzy. This change does not take effect until their next team turn, but while "changing" they gain Foul Appearance. They do not exert a tackle zone while changing and cannot assist blocks.
Their new wereform is still awkward to them which is why their AG decreases when they change. If they gain a stat increase via experience, the coach must choose whether to apply it to the human form or the wereform: NOT BOTH. Additionally, if any Wereworlf team member rolls doubles, they may gain one of the following Physical Abilities, which may only be applied to their transformed state: Claw, Foul Appearance, Very Sharp Fangs, Very Long Legs, or Regeneration.
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Not RSF ... Claw ... big difference.Sixpack595 wrote:My biggest problem with Nazgits team is why do catchers get RSF, but not Blitzers?
The Blitzer Nazgit listed are the 2nd edition stats for a Werewolf that was a back and forth poll battle on the Necro team. Nazgit's suggestion mixes the two.
As for the 70k lineman ..
1) Werewolves are not supposed to be a good team. Making resources tight helps cause this to be true.
2) Frenzy while having negatives can be worked around. The MBBL2 has had an all frenzy team for 3 years ( http://www.midgardbb.com/MBBLTeams/SavageOrc.html ) ... and after watching some of the coaches play the team over the years ... I've begun to wonder if Frenzy shouldn't be worth an extra 10k to the lineman position. So the 70k lineman is based on this thought as well.
3) Do not underestimate the power of 4 FAST players with Claw ... eh gads ... ouch. Again the lineman help keep resources tight to control the team's ability to bring the Catchers and Blitzers to the pitch.
So based on all of that ... I'm very much for Nazgit's proposal created by modification of gken's suggestion as long as the lineman are 70k.
Galak
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