True Running Team

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Teabag
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True Running Team

Post by Teabag »

Over in another topic (Passing or Running in the General Chat section http://www.talkbloodbowl.com/phpBB2/vie ... hp?t=11483) we’ve been discussing which teams are Passing teams, Running teams, or a mixture.

Thinking about how there is no true running team (i.e. one who is fast enough to run the ball but who have no Passing skills or Agility skill access), not even the Dark Elves, made me come up with the following squad:

Qty Position MA ST AG AV Skills (Skill Access) Cost
0-12 Lineman 6 3 3 8 None (General) 50,000 gp
0-4 Blocker 4 4 3 9 Guard (General, Strength) 110,000 gp
0-4 Runner 8 3 3 8 Sure Hands, Dodge, Sidestep (General, Strength) 120,000 gp

Re-Roll Cost: 50,000 gp

This team has to run the ball; they have no choice, not having access to Agility or Passing skills.

The only problem (at least the only one that stands out like a sore thumb) is the high cost of the two positional players (I’d like to make them cheaper but can’t – working on JJ’s cost calculations). I originally had the Blocker having a MA of 5 to make him a little different from the Black Orc Blocker but had to reduce it to lower the cost. (Maybe I could swap over the MA and AV? Or drop the AG by a point?)

Anyway, the high cost means that this starting line-up would probably be typical:

2 Runners 240,000 gp
2 Blockers 220,000 gp
7 Linemen 350,000 gp
2 RR 100,000 gp
9 FF 90,000 gp

And as you can see, there’s not much flexibility in choice there. 11 players only. I suppose you could lose a RR or 5 points of FF for another Lineman but that’s it.

There’s no particular race meant to be represented by this squad. Perhaps it could be Tilean Humans or something.[/url]

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Post by BadMrMojo »

I'd say Lizardmen are already a purely running team. Especially with the stunty modifier to passing ranges. An occasional HMP but aside from that...

So how does Agility skill access define a team as a passing team? Catch (which would be fantastic on those runners for hand-offs)? The ever-popular Diving Catch?

I like the team, mind you. Looks sorta like Necros but with extra (and less nasty) wolves and golems instead of ghouls and wights.

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Post by Ithilkir »

http://www.blood-bowl.net/MBBLTeams/Half-Elves.html

A very running team, designed to counter throwing and focus on running, catch allows RR's of interceptions and RR's for handoffs...

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Post by narkotic »

The positional players are flawed:

This would be the only team that can have up to 4 of a position that begins with 3 Skills instead of the normal 0-2 slot (e.g Wardancer, Witchelf, Troll Slayer), and

those Runners are the only player in BB that begin with Dodge and have acces to ST skills, making them superior Blodgers.

The increased cost generally does not reflect the inbalance that comes when you have expensive but multi-skilled players. Every Wood Elf team would die for another two Wardancer, regardless of their cost for example.

And having ST4 guard players is also too strong.

This whole team is just one skill (that means the first skill of every player) away from being an all ST4 Block/Guard and MA8 ST3 Blodge/Sure Hands team.

They could bash their way through every opposition and how you think of getting the ball from 4x Blodge/Sure Hands types...

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Post by Ithilkir »

narkotic wrote:those Runners are the only player in BB that begin with Dodge and have acces to ST skills, making them superior Blodgers
Amazon blitzers?

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Post by Vero »

Amazon blitzers are av7 so they get one or two skills and die.

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Post by Vero »

Teabag, sorry to say this but I'll say it anyway. Two+ skills on a rookie player is a bit overdevelopped (I know some rookies have three but those are from not lrb). Getting raid of dodge, sidestep on runners and/or strenght-skill access will tone them down.

Str4 with guard is broken as only one skill (where bobs take block) means block str4 guarders, better los than any team on low tr. Even blockless str4 guard los is a way too hard to smash by rookie basher teams! So sack guard, think about getting ride of ag3 or str4. Av is good for blockers.

Linos are crab though you have to field only three when maxed and again, even two str4 guarders keeps four or more guys tied up if necessary so those don't really have to do a lot.

What about getting faster linos, avarage blockers and good runners or usual linos, avarage blitzers and good runners?

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Post by Mad Banker »

narkotic wrote:The positional players are flawed:

This would be the only team that can have up to 4 of a position that begins with 3 Skills instead of the normal 0-2 slot (e.g Wardancer, Witchelf, Troll Slayer)
Not the only one...
The Norse can have 0-4 Blitzers (Jump Up, Block, Frenzy)

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Post by narkotic »

Besides that I think that you all understood what I was up to... 8)

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Post by Mad Banker »

narkotic wrote:Besides that I think that you all understood what I was up to... 8)
Sure! and I agree with you :wink:

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Post by plasmoid »

Hi Teabag,
a good rule of thumb when designing a new team:
The best 11 players that the team can field should not cost more than 900K. (Most teams are a little under 900K - the elves are just under 1000K).

Your current team is 1070K - the most expensive/powerful in the game.
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Post by Teabag »

plasmoid wrote:Hi Teabag,
a good rule of thumb when designing a new team:
The best 11 players that the team can field should not cost more than 900K. (Most teams are a little under 900K - the elves are just under 1000K).

Your current team is 1070K - the most expensive/powerful in the game.
Cheers
Martin
No offence, Martin, but this is nonsense. If this had anything to do with game balance then the teams would be really really unbalanced. And besides, your facts are way off.

Most of the teams are not "a little under 900K". In fact, they vary wildly in amount. For example, a Goblin team would only be 560K, A Vampire team 690K, and an Amazon team 790K.

And there are at least two teams that exceed 1000K. The Dark Elf team is 1010K, for example.

And my team is not the most expensive. The Ogre team is 1320K.

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Post by Skummy »

I like what you're trying to do, but as it stands, the blocker actually looks like he would be my main ballcarrier. I'd suggest lowering the blocker's agility to keep him from doing so. Making him a 2 AG makes him a Black Orc clone, so how about a 1 AG? Solves the problem of expense rather nicely, and gives him a niche role on the team as opposed to a potential scorer.

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Post by DoubleSkulls »

Teabag wrote:And my team is not the most expensive. The Ogre team is 1320K.
And horribly broken a medium TRs and above.

I think its a good rule of thumb to keep the starting costs of players down (concentrate the cost on stats & access rather than skills).

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Post by duff »

I like the idia.
Perhaps, St3 blockers or loose the gaurd, and definatly reduce the ag.

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