What is a believable peasant statline?

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What is a believable peasant statline?

6-3-2-7
17
33%
6-3-3-6
13
25%
They're both OK. No preferences.
5
10%
I can't believe either of those to be human stats.
16
31%
 
Total votes: 51

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Azurus
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Post by Azurus »

I quite like the team, it's certainly one of the better attmepts at Brettonians I've seen (no ST 4 - or even 5! - humans, hurrah!), and I like the 6 3 2 7 statline for the peasants.

I can see where McDeth is coming from with the 'too strong' comments, though. These could be exceptionally good in tourney play, and the weak linos aren't that much of a weakness is you hardly field any.

The sticking point with me is guards on a starting team, particluarly combined with 4 good blitzers.

Of course, they'll likely go the way of norse in league play, since they'll be maxed out after only one or two games, so maybe that's ok.

I'd like to see guard swapped with something else, though it's hard to think of what. Since it's a vault league, how about one of the new or adjusted skills? Grab would be interesting, or maybe Springback (is that it's name now?)

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plasmoid
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Post by plasmoid »

Hi Azurus,
thanks. Criticism aside, this team has really recieved quite a few kind words online. Can't please everyone, I know, but it's getting good reviews.

As for the power thing, I'm not convinved.
At the bottom of page 2 I've posted examples of Norse/Amazon/Human teams fielding similar starting teams (without being broken).

The low stats of peasants do matter. First, you need at least 3 on the pitch. On defense, it is a tough choice whether to put defence(-skill)-less AV7 players on the line, or your precious knights and/or squires.
Peasant stats also matter because every time your opponent manages to KO (or worse) a position player, your substitute will be truly awful.

I'll be running some vault playtest in may, to see how the starting team will fare in a straight vault setting. Perhaps I'll change my mind then?

But we have used them a lot in a (houseruled) LRB setting, in a version where the knights had the much more useful multiple block instead of dauntless. They were good, but not that good, and with multiple block removed from them, I don't want to make them too week either.

As for grab on the squires - it is probably the most appropriate skill apart from guard.
It might very well become the replacement skill. But not if they don't appear too strong in playtest.

Thanks for your reply :)
Martin

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