Daemon Team (lots of playtest)

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Daemon Team (lots of playtest)

Post by plasmoid »

Hi all,
we've been using a homemade Daemon BB team for several years now.
I recently described it to Nazgit, who figured it was insanely overpowered.
Even though we've run lots of playtest, and the daemons haven't fared particularly well, I figure that such a gut reaction means that the team appears powerful. So, against my better judgement I've decided to weaken the team slightly.

In it's slightly weakened state, the team looks like this:

******Daemon Team********
The daemon team is _the_ strength team, but is severely handicapped when faced with the ball. The daemons have a nasty habit of vanishing back to the warp, when faced with a hard hitting opponent.
-----------------------------
0-4 80K Plague Bearers..5417 horns, foul app.;.G+PH
0-4 80K Blood Letters...5427 piling on;........G+ST+PH
0-4 80K Daemonettes.....7327 claw, gaze;.......G+PH
0-4 80K Pink Horrors....6337 big hand, pass....G+PA+PH
80K Rerolls, apothecary + wizard as normal.
***************************

*Design Ideas:
-I wanted to create a daemon without tons of special rules and new skills. A "normal" team.
-I couldn't imagine major daemons bothering with Blood Bowl, so the team is minor daemons only.
-I made it an all daemon team, rather than a mixed team.
-The 4 chaos powers had to be represented by an equal ammount of players (4) so that no god got the upper hand on the team. Also, the players should be equally good (80K) for the same reason.
-Even with this balance, the daemons do not like eachother, so rerolls should be expensive.
-Daemons are nasty creatures. As the teams unique feature I decided that it should have lots of strong players (8).
-Finally, I looked to WFB for descriptions. These minor daemons are the same all over the time/space continuum, so I figured that they would also be the same in the BB world.

*Balance:
To offset their high strength and bashy skills, the daemons have many weaknesses:
-The team has very little AG, because the players have just 1 eye, claws for hands, or are generally disinterested in the ball.
-Their low AV reflects that the daemons are prone to being "banished". AV7 is a big drawback when you are in fact a fighting team (with expensive players).
-The team has no big guy.
-The team is very expensive. And the players are slightly overcosted rather than undercosted.
-Still, if value is any indication of power, then the daemons can put less GCs of power on the pitch than the elf teams can.

*Playing a daemon team:
-If you start your team with a reroll (or 12 players) you won't be able to afford an apothecary or a good fan factor. You are likely to need both, because your frail daemons will suffer as many casualties as they dish out themselves.
-You could also start with FF9 and no apothecary. A risky proposition, but at least your FF and an assistant coach might get you a reroll from the kick off table now and again.
-Lack of block, reroll skills and team rerolls will leave you turnover prone, just like the ordinary chaos team. Consider this when you chose your skills.
-Also like the chaos team, the daemons can grow into a very hard hitting side, but developing a team takes quite a bit of time and effort because you will be losing players.
-Like the Norse, you may realize that being hard hitting yourself isn't always enough once your opponents start to sport some firepower too.

*On pitch Problems:
-apart from having expensive fragile players, your main problem is that you can't put all of them on the pitch at the same time. You'll definately need a player or 2 who can pick up the ball. If you want to take advantage of your high strength then you won't be able to use many claw players. If you maximize your hitting power, then your on-pitch strength goes down.
-You won't win as many player to player match-ups as you'd think. If faced with a big player you can't be expected to dodge away, and chump-dodging (aka taking a dive) isn't so great with AV7. When you've got the strongest player, opponents will often dodge away, or take a 1-dice or even 2-dice-against block - which isn't all that great when a "both down" result is potentially devastating for you.

*Playtest: League:
We've been using variants of this daemon team for 4 years now.
After every season we've tweaked it a bit up or down, and the team, which this team is a weaker version of, has performed decently.
All in all, the current version is based on about 250 matches.
Still, local house rules may be affecting results, so the data may not be 100% reliable.
We've gone through many versions, but it is the new weakened gaze and piling on skills that have made everything fall into place.

*Playtest: LRB:
So, we've also played 4 games (so far) under 100% vanilla LRB rules. 3 with a slightly better version, and 1 with the team list shown above.
The daemons are yet to win their first game in this format, but games have been close.
Games and teams were designed and played as though in a league setting, (meaning high FF and no using the apothecary on your first KO).
Games were played by skilled coaches of comparable ability.
(Coincidentally, the daemons have had the first drive of all 4 games, which is kind of important when you are a squishy team on the LOS.)

They playtest team was comprised of:
2 plague bearers, 4 blood letters, 3 daemonettes, 2 pink horrors. apothecary, 7FF, 0RR.
This lineup was chose to maximize both their hitting power and strength advantage.

The games were:
0-1 against Khemri. A very nasty opponent for Daemons. No contest. Closer to 0-2.
0-0 against humans. A better match-up, but the ogre and catchers caused problems. The humans were very close to a lucky score on the last turn, but failed the scoring GFI after making a freak (5+) pick up.
1-2 against dwarfs. The dwarfs came back from trailing 1-0. Their high AV, block skill and slayers made the difference in a tight game.
1-1 against high elfs. Probably the "easiest" opponent for the daemons, but the elfs managed to dodge away a lot in the first half, steal the ball and score. But reduced in numbers their luck ran out, and the elfs had to cough up the ball on their own drive for a 1-1 draw.

Comments are welcome.
Feel free to try them out for yourself :)
Martin

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Post by plasmoid »

A 5th 100% LRB playtest game has now been played.
Daemon vs. wood elf: 1-2
(I figured that this match up would be excellent for daemons. An opponent with expensive players and low AV).

The Treeman did not show up for first half, but the elfs got to start.
The elfs wasted as much time as possible, and managed to score in the 7th.
The daemons then had a good drive (started by a bad kick touchback), but hadn't got the time to score.
The daemons managed to score late in the second half, but the woodies still managed to get that final touchdown on the 8th turn of the second half, via a (reroll-less) GFI.

We hope in time to play test matches against most of the official teams.
So far it looks like the comment made elsewhere that the daemons could "beat the snot out of any official team" doesn't hold true.
Martin :)

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Sppecific Demons

Post by Master »

Have you seen the rules for specific demon teams. There is one for khorne, nurgle Slaanesh and Tzeentch. They have good rules but the top guy on the khorne is strangth 8 which is quite high.

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Re: Daemon Team (lots of playtest)

Post by DanielLaw »

I like the ideas.

But

*Deamonettes: aren't they supposed to lithe and agile? I know they have claws for hands ( :o ) but AG2 seems a bit low (for dodging etc.)
*Blood Letters: I would have thought Frenzy was essential, but I know it can't be mixed with ST4.
*Apothecary: just seems strange to me. Drop Apothecary access and give the team Regenerate. Much more deamonic.
*Physical Traits: I know Chaos have them, but the Deamonic 'moulds' feel like they should be fixed. I think it might be better from a game balance POV - much fewer nasty combinations.

Code: Select all

0-4 80K Plague Bearers  5 3 2 7 Horns, Foul Appearance, Regenerate     {G, ST}
0-4 80K Blood Letters   5 3 2 7 Frenzy, Razor Sharp Claws, Regenerate  {G, ST}
0-4 80K Deamonettes     6 3 3 7 Claw, Regenerate         {G, AG}
0-4 80K Pink Horrors    6 3 3 7 Big Hand, Regenerate     {G, P}

Re-rolls: 80K, Apothecary: No
Note: the Plague Bearers and Blood Letters are slightly over-priced and the Deamonettes and Pink Horrors are slightly under.
Mixed playing style, and good development choice (can be brutal or passing - potentially 4 throwers & 4 receivers - all depending on Deamonette "build").

gaijin

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Post by plasmoid »

Hi Master,
yeah I know the specific daemon teams from CJ/4th ed.
I really didn't like them for 4 reasons:

1) They stacked more quality players on top of the chaos team list, which works fine already.
2) The major daemons are absolutely broken (bordering on the insane).
3) I'm not a big fan of new skills (including negaskills).
4) It seems like overkill to add 4 new rosters to the game. We've got 4 undead and 4 elf. Let's not have 5 chaos.

Cheers :)
Martin

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Post by plasmoid »

Hi Gaijin, thanks for your comments.

>*Deamonettes: aren't they supposed to lithe and agile? I know they
>have claws for hands (:o ) but AG2 seems a bit low (for dodging etc.)
Admitted, it's a little low.
However, for balance I find it important not to give the team any more AG.
I see them a bit like the bloodletters AG2. They're simple more interested in tearing heads off than catching a ball.
We've playtested them both with AG3 and with agility access. The AG3 was a bit much. I only removed the agility access after Nazgit slammed them, but I'm not 100% sure that that was necessary.
Actually - at one point there was BBRC talk of letting claw skill give a -1 to all ball handling. That would have been perfect, but since the official werewolf now has claw I don't think that it is going to happen.

>*Blood Letters: I would have thought Frenzy was essential, but I know it
>can't be mixed with ST4.
I don't buy into that "can't be mixed". As long it is adequately conterbalanced by something else.
Actually, we've playtested them with frenzy because it is very fitting.
It was OK on the short term, but in long term development it was a bit much to start them with a hard to get trait.
With the change in PiOn, I thought PiOn was a good skill to switch to.

>*Apothecary: just seems strange to me. Drop Apothecary access and
>give the team Regenerate. Much more deamonic.
The apothecary sits a little strange with me too.
But would anyone play an expensive AV7 team with no apothecary? I fear not.
But you could just call him a summoner :)

I think that regenerate on the entire team would to a very large extent counteract the daemons weakness (AV7), and I don't think that that is a good idea.
Actually - I've considered this version:
No apothecary, but a daemon team wizard knows a 4th spell which works exactly like an apothecary. (Remember, only one spell per match).
But wouldn't that make the team discouraging to play?

>*Physical Traits: I know Chaos have them, but the Deamonic 'moulds'
>feel like they should be fixed. I think it might be better from a game
>balance POV - much fewer nasty combinations.
Hmmmm. Someone else (or was it you?) mentioned something similar on another chaos thread. It could work - but I'd want it to be "right". I could do a poll on this - ot just ask someone in the know.

Regarding your suggested team:
I've pointed to the regenerate being a power problem though (admittedly) a quite fitting skill.

Coincidentally, I've considered substituting the Horrors pass skill with regenerate (as a simple way of representing their "splitting" when killed).
Would that be a good idea?
IMO, the problem is that taking out the daemons AG3 players is a good way of beating them, so giving the horrors regenerate would (statistically) put 2 more on the bench.
Problem or not?

Let me know what you think.
Cheers :)
Martin

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Post by plasmoid »

Another play test match under LRB rules. This time the daemons lost 1-2 to the Norse. Admittedly, the daemons didn't have a great game.
It all started wonderfully:
The Norse started, but got 6 players slammed in a pitch invasion. The daemons stole the ball and dominated the norse, scoring on the 8th turn, with 6 norsemen KO'd and one badly hurt (and the apothecary spent).
The Daemons now had 8 turns to score a second TD, and even got a touchback. But then things turned sour. Several bad blocks (and all norse have block skill) made the daemons lose the ball, and the norse scored in the 4th. And then more or less the same happened a second time (this time just with fewer daemons), allowing the Norse to score the winning touchdown on the 8th turn.

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Post by MickeX »

How about letting Chaos teams switch their 0-4 CWs for 0-4 deamons of one kind?

That way the daemons could be spiced up a bit, with the costs raised, without getting unbalanced.

Getting a bit out of topic: There are some good ways to simply use the normal chaos roster too: bloodletters for CW:s, or plaguebearers/horrors for beastmen.

The daemonettes are trickier, but they could be used with werewolf stats. That's a necro team with plaguebearers or CW:s with FG stats, and horrors with ghoul stats. The zombie stats are left though... nurglings? :D

Since I don't like the amazon concept too much, I'm thinking of using 6th ed. horrors as 'zons. Same with beastmen, I sold them to get plaguebearers instead.

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Post by plasmoid »

Hi Micke,
not a bad idea switching chaos warriors for daemons.
That's ofcourse assuming that you don't want a daemon team. :)
To me, the switch is too much like adding 4 new teams, which I don't want to do.

As for using daemon miniatures for other teams: Great suggestions. :)
(Again assuming you don't want a daemon team).

Cheers
Martin

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Post by DanielLaw »

plasmoid wrote:*Deamonettes: ...
However, for balance I find it important not to give the team any more AG.
I see them a bit like the bloodletters AG2. They're simple more interested in tearing heads off than catching a ball.
I think with ST3 on the Plague Bearers & Blood Letters, the team isn't imbalanced by AG3 on the Deamonettes. (Though I agree the original team would be too much with 8 AG3 and 8 ST4 players).
>*Apothecary: ...
I think that regenerate on the entire team would to a very large extent counteract the daemons weakness (AV7), and I don't think that that is a good idea.
Actually - I've considered this version:
No apothecary, but a daemon team wizard knows a 4th spell which works exactly like an apothecary. (Remember, only one spell per match).
But wouldn't that make the team discouraging to play?
Having an Apothecary spell would be pretty discouraging - I can't see many coaches wanting to fork out 50k for such a necessity (money should be pretty tight with this team).

Besides it would be cool to have specific Deamon team wizard spells. Perhaps before a drive they can try to summon an extra deamon to the team - available for that drive only. Or they could try to posses an opposing team member - that'd be cool. 8) Sorry Mr Wardancer, this drive you're eeevvilll :lol:
Coincidentally, I've considered substituting the Horrors pass skill with regenerate (as a simple way of representing their "splitting" when killed).
Would that be a good idea?
IMO, the problem is that taking out the daemons AG3 players is a good way of beating them, so giving the horrors regenerate would (statistically) put 2 more on the bench.
Problem or not?
I'd probably err on the side of simplicity and have them all with Regen, or none with it. Besides you could make an argument to say that Nurgle's Plague Bearers should then have Regen since the Rotters do (and it's a very Nurgly trait). (Don't particulary love Pass on the Horrors, though.)

I don't think regenerate on the (stat-line weakened) team overpowers them, but I see that it might not give them quite the Achilles Heel you're looking for.

gaijin

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Post by Cervidal »

If regeneration is so slick on AV 7 players, why does the Khemri team struggle to keep non-Mummies alive?

My only real issue with the team as presented above is both Big Hand and Pass on a starting player.


----------------

One idea I thought of while looking at this is taking away a skill/stat from each player and reducing costs by 10k each.

Plague Bearers - subtract 1 MA
Blood Letters - subtract Piling On
Daemonettes - subtract Claw, add AG
Pink Horrors - subtract Pass

The team would still be expensive, and you could take the uniform costs further by dropping rerolls to 70k (highest price for any other current team). I think others would see little difficulty with the team having mutation access with a toned down roster.

Just a thought.

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Post by plasmoid »

Hi Gaijin,
I agree that the apothecary spell may be a bit rough.
And the stat-decreased team with regeneration would probably not be unbalanced, but I really want the daemons to be deadlier -with higher ST.
Cheers
Martin

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Post by plasmoid »

Hi Cervidal, thanks for the interest.

>If regeneration is so slick on AV 7 players, why does the Khemri team
>struggle to keep non-Mummies alive?
True. Still. Imagine the death toll without it :)

>My only real issue with the team as presented above is both Big Hand
>and Pass on a starting player.
Yeah. That might be changed.
As mentioned, I'm considering using regeneration to reflect that a pink horror splits whenever it is killed. That would make it Big Hand + Regen.

>One idea I thought of while looking at this is taking away a skill/stat
>from each player and reducing costs by 10k each.
Hmmmm.......
That's a pretty good idea, actually.
It would make the team a bit stronger short term (i.e. reroll on the starting roster), but weaker long term, because cheaper players are cheaper for a reason.

>Plague Bearers - subtract 1 MA
>Blood Letters - subtract Piling On
IMO, Blood letters are daemons of death. They need something to tear stuff to threads. How about cutting MA?

>Daemonettes - subtract Claw, add AG
This I can't do. Daemonettes are pretty much defined by their big claws.
But I could snip MA here too, and keep them at AG2.

>Pink Horrors - subtract Pass
snippety snip :)

I'd keep the reroll price at 80K though. The team isn't just disorganized like normal chaos, but the players pretty much hate each other.
So it's either:
0-4 80K Plague Bearers..5417 horns, foul app.;.G+PH
0-4 80K Blood Letters...5427 piling on;........G+ST+PH
0-4 80K Daemonettes.....7327 claw, gaze;.......G+PH
0-4 80K Pink Horrors....6337 big hand, regenerate....G+PA+PH
80K Rerolls, apothecary + wizard as normal.

Or:
0-4 70K Plague Bearers..4417 horns, foul app.;.G+PH
0-4 70K Blood Letters...4427 piling on;........G+ST+PH
0-4 70K Daemonettes.....6327 claw, gaze;.......G+PH
0-4 70K Pink Horrors....6337 big hand;.......G+PA+PH
80K Rerolls, apothecary + wizard as normal.

How about that :)
Martin

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Post by plasmoid »

Last night I came up with a pretty funny (IMO) blurp text for the team:
"The 4 chaos gods are strange and otherworldly entities, incomprehensible to the mortal mind. But in one respect they're the same as everyone else. After a long day, they like to kick back and watch their favourite Blood Bowl team triumph on the pitch."

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Post by Circular_Logic »

I would definitley cut off the Piling on instead of the MA. They should be MA5 at least... I mean... compare them to BoBs...
Oh.. and cut off the gaze..

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