Physical Agility?
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Physical Agility?
Okay, this is a combination of a couple of different ideas. I've seen Elf teams out there with 9 AV and low movement. They generally are lacking because the two don't mix all that well. Someone recently brought up the idea of physical mutations on agilty players. How about a team that combines the two play styles? Just off the top of my head;
0-12 lineman 5 3 4 9 Gen, Phy - 70,000
0-4 blitzers 6 3 4 9 (Block) Gen, Agi, Phy - 110,000
0-2 catchers 7 2 4 8 (Catch, Dodge) Gen, Agi, Phy - 100,000
0-2 throwers 5 3 4 9 (Pass) Gen, Pass, Phy - 80,000
Does this sound balanced? Am I nuts?
0-12 lineman 5 3 4 9 Gen, Phy - 70,000
0-4 blitzers 6 3 4 9 (Block) Gen, Agi, Phy - 110,000
0-2 catchers 7 2 4 8 (Catch, Dodge) Gen, Agi, Phy - 100,000
0-2 throwers 5 3 4 9 (Pass) Gen, Pass, Phy - 80,000
Does this sound balanced? Am I nuts?
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Hi Skummy,
cute. Now we just have to figure out what they are
As for balance, I don't think that Phys will unbalance anything.
The AV9 elfs that we've been using for many years use their doubles on a bit of bashing and guard skill. I don't think that that will change much, though some of the bashing may now be from claw.
It does give some nice new options though - like horns
As for the statline, it would be slightly better than our high elfs season in the short term.
A few players starting with dodge will make a big difference to the team.
Then again, long term, ST2 on the catchers instead of ST3 will be a step down.
Looks right to me.
Cheers
Martin
cute. Now we just have to figure out what they are

As for balance, I don't think that Phys will unbalance anything.
The AV9 elfs that we've been using for many years use their doubles on a bit of bashing and guard skill. I don't think that that will change much, though some of the bashing may now be from claw.
It does give some nice new options though - like horns

As for the statline, it would be slightly better than our high elfs season in the short term.
A few players starting with dodge will make a big difference to the team.
Then again, long term, ST2 on the catchers instead of ST3 will be a step down.
Looks right to me.
Cheers
Martin

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I quite like this roster haven't really thought about how it would work yet, but the exhorbitant positional cost allows for a lot. It's a sort of Pro Chaos roster. With AG4 they're all excellent ball handlers. Just to tease them it would be nice to give the throwers and catchers AG3, give catchers ST3 too. With the skill re-roll they're still slightly more attractive to use for ball handling than the other players. This would mean the Blitzers should get ST access.
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Re: Physical Agility?
The trick is to make the team a General/Agility/Physical skills team, but don't give them Ag4 - Ag3 encourages ball-handling mutations to be taken. Imagine what Gutter Runners would look like with base AG of 3, or if Skaven linemen could take agility skills - very different, I think.
0-12 lineman 6 3 3 8 Gen, Agi, Phy - 50-60k
0-2 blitzers 6 3 3 9 (Block) Gen, Agi, Phy - 90k
0-4 catchers 7 3 3 7 (Catch, Dodge) Gen, Agi, Phy - 80k
0-2 throwers 6 3 3 8 (Pass) Gen, Pass, Phy - 60k
This team lacks muscle/pace, and is probably underpowered, therefore, see below...
OR
replace 2 above positionals with:
0-2 Fluff players - something a bit unique to give the team flavour. Depends on what 'race' this turns out to be. Think Witch Elves, Slayers, Norse Berserkers, Flesh Golems etc - some new combination of stats and skills. Say, a Str 4 player with Gen/Pass/Phys access?
0-12 lineman 6 3 3 8 Gen, Agi, Phy - 50-60k
0-2 blitzers 6 3 3 9 (Block) Gen, Agi, Phy - 90k
0-4 catchers 7 3 3 7 (Catch, Dodge) Gen, Agi, Phy - 80k
0-2 throwers 6 3 3 8 (Pass) Gen, Pass, Phy - 60k
This team lacks muscle/pace, and is probably underpowered, therefore, see below...
OR
replace 2 above positionals with:
0-2 Fluff players - something a bit unique to give the team flavour. Depends on what 'race' this turns out to be. Think Witch Elves, Slayers, Norse Berserkers, Flesh Golems etc - some new combination of stats and skills. Say, a Str 4 player with Gen/Pass/Phys access?
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Not sure I really agree with a 4 AG encouraging ball handling mutations. I've never seen a GR take them before. I do kind of like the thought of making the positionals 3 AG and the lineman 4 AG. Would certainly make them a slow moving threat. Really wish more people read this section...
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dunno, i usually get a big hand/leap GR, after i get one with dauntless... in fact, since i don't like VLL, i am planning to give prehensile tail to the third GR making a doubles (combo with shadowing, of course).Skummy wrote:'ve never seen a GR take them before.
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Why?
Because ag 4 in a tz (or weather) needs a 3 to pick up.
????????????????
AND 2+ always is WAY better than the ag 4 to pick it up in traffic. Ag4 and dodge (stock) on the GR makes him more able to get away with the ball too. -Like about was mentioned, leap really goes well with this too...
I always try to make 1 GR the "go get it" guy. Big hand is a BIG help to that.
Stunty used to be fun for that too. LOL
Because ag 4 in a tz (or weather) needs a 3 to pick up.

AND 2+ always is WAY better than the ag 4 to pick it up in traffic. Ag4 and dodge (stock) on the GR makes him more able to get away with the ball too. -Like about was mentioned, leap really goes well with this too...
I always try to make 1 GR the "go get it" guy. Big hand is a BIG help to that.
Stunty used to be fun for that too. LOL
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
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Dauntless nearly requires block, and I haven't developed a block GR yet.
Not sure when the last time I had one drop to a block/skull reult either...
I have Vermin and Linemen for blocking/blitzing.... Though I realize I'm in a minority.
Not sure when the last time I had one drop to a block/skull reult either...
I have Vermin and Linemen for blocking/blitzing.... Though I realize I'm in a minority.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
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Thats why ironageman suggested AG 3 all round. I'm not sure that it would work. Chaos have ag 3 but lack the skills to move the ball easily, they still take kill things mutations rather than cover the weakness.Skummy wrote:Not sure I really agree with a 4 AG encouraging ball handling mutations. ...
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hmmm, i dunno, i usually take big hand as a first mutation on a beastie, and i know quite a few people who do so, too...
as for the roster, i dunno... it looks really powerful, but then you have VERY high prices... i'm not sure i can foresee well the interaction between high AV, high prices, and mutations...
as for the roster, i dunno... it looks really powerful, but then you have VERY high prices... i'm not sure i can foresee well the interaction between high AV, high prices, and mutations...
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Yes, but the balancing factors on this team are supposed to be the very restricted movement and the lack of any exceptional strength. No Strength access means that they'll be starving for some Guards too, so I don't expect to see a whole lot of mutations being taken.duff wrote:Thats why ironageman suggested AG 3 all round. I'm not sure that it would work. Chaos have ag 3 but lack the skills to move the ball easily, they still take kill things mutations rather than cover the weakness.
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