Physical Agility?

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Physical Agility?

Post by Skummy »

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?

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Post by plasmoid »

Hi Skummy,
cute. Now we just have to figure out what they are :D

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 8)

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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Post by Duke Jan »

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?

Post by IronAge_Man »

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?

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Post by Skummy »

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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Post by Gus »

Skummy wrote:'ve never seen a GR take them before.
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).

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Post by Skummy »

But why give big hand to a 4 AG player? Seems a bit of a waste. Give it to a lineman or better yet a thrower who's already got sure hands.

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Post by Mad Jackal »

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

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Post by Skummy »

Yeah, but weather is a special case, and I'd much rather have the dauntless on the movement, and the big hand on the guys who would need it to get a 2+ in any weather.

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Post by Mad Jackal »

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.

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Post by Gus »

i love when GRs don't get Block. makes them way easier to kill.

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Post by Skummy »

Argh. I've Hijacked my own thread!

What do you folks think about the roster, really?

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Post by duff »

Skummy wrote:Not sure I really agree with a 4 AG encouraging ball handling mutations. ...
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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Post by Gus »

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...

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Post by Skummy »

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.
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.

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