New team proposal dont bash me just give opinions on it.
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I have this proposal posted here and on the bloodbowl.com site. There the team looks like.
Lineguys 0-12
5/4/3/8 General Strength 80K
Runners 0-2
7/4/3/7 (some skill) General 80K
Blitzers 0-2
6/4/2/8 Block General 90K
Bashers 0-4
4/4/1/9 Thick Skull General Strength 90K
60K rerolls.
The team will end up costing a person 1260K in gold for all positionals and leaveing 1 spot open filling up with lineguys.
1600K in gold for
all players (15)
4 rerolls and 10 fan factor.
So they aren't cheap.
The best starting roster with these guys is
11 players costing 80K players perogitive
1 reroll
6 fanfactor
ANy suggestions?
Lineguys 0-12
5/4/3/8 General Strength 80K
Runners 0-2
7/4/3/7 (some skill) General 80K
Blitzers 0-2
6/4/2/8 Block General 90K
Bashers 0-4
4/4/1/9 Thick Skull General Strength 90K
60K rerolls.
The team will end up costing a person 1260K in gold for all positionals and leaveing 1 spot open filling up with lineguys.
1600K in gold for
all players (15)
4 rerolls and 10 fan factor.
So they aren't cheap.
The best starting roster with these guys is
11 players costing 80K players perogitive
1 reroll
6 fanfactor
ANy suggestions?
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They are now too fast and too agile and too tough. There is no reason I can think of for the lineman position to be more agile than the blitzer position so reduce them to AG2. And the fastest player should be MA6 or their 'low MA weakness' will no longer be enough of a weakness to make up for all over ST4. And there shouldn't be any AV9 guys or the team will be too tough to hurt.
Oh yes, absolutely, but with the addition of prehensile tail they could have been. (Personally I don't like the one eye rule. Their lack of depth perception should affect more than just passing. I'd prefer to take account of it through all round low AG.)Darkson wrote:No way are these Fimir. Check out the MBBL2 roster for a decent Fimir roster.
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- the.tok
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well... I really love your idea of a allround 4 ST team
, but this way it is much toot powerful IMO
no MA should be over 6, and I do not see why you want to give someone 3AG, that would be a great way to balance the whole team
how about that?
lineguys: 0-12
4 - 4 - 2 - 8 G 70k
runners 0-2
6 - 4 - 2 - 8 surehand G 80k
6 - 4 - 3 - 7
6 - 3 - 3 - 7 surehands
maybe, not sure
Blitzers 0-2
5 - 4 - 2 - 8 Block GS 90k
Blockers 0-4
4 - 4 - 1 - 9 thick skull stand firm GS 100k
60k RR
just a first idea, not really calculated costs and everything though

no MA should be over 6, and I do not see why you want to give someone 3AG, that would be a great way to balance the whole team

how about that?
lineguys: 0-12
4 - 4 - 2 - 8 G 70k
runners 0-2
6 - 4 - 2 - 8 surehand G 80k
6 - 4 - 3 - 7
6 - 3 - 3 - 7 surehands
maybe, not sure

Blitzers 0-2
5 - 4 - 2 - 8 Block GS 90k
Blockers 0-4
4 - 4 - 1 - 9 thick skull stand firm GS 100k
60k RR
just a first idea, not really calculated costs and everything though

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Code: Select all
0-12 Linemen 4 4 2 8 70k G, S
0-2 Catchers 6 3 3 7 80k G Catch
0-2 Throwers 4 4 2 8 90k G, P Pass, Sure Hands
0-4 Blitzers 5 4 2 8 100k G, S Break Tackle
Re-Rolls: 70k
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Has to be Ag 2 across the board c.f. Khemri.
Wouldn't put any armour above 8 either.
BFN
Paul
Wouldn't put any armour above 8 either.
BFN
Paul
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Once again Mo's Marauders clear the field. Can anyone stop them? This reporter doesn't think so!
If you thought the Coffin Dodgers were bad... Wait until you meet the Coffin Dodgers: Muerte Nuevo...
If you thought the Coffin Dodgers were bad... Wait until you meet the Coffin Dodgers: Muerte Nuevo...
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Tryanids
Screw you guys, I'm putting a 40k race into the blood bowl
Tyranids:
Gaunts (0-12) MA8 ST2 AG3 AV7
Dodge, Surefeet, Sprint, Swarm*; Agility, Mutation; 60k
Genestealer (0-4) MA7 ST3 AG3 AV8
Block, Extra Arms; General, Mutation; 100k
Warrior (0-4) MA4 ST5 AG2 AV9
Guard, Extra Arms, *Hive Mind; General, Strength, Mutation; 120k
Rerolls 60k
*Swarm: If this player is not in base contact with a teammate at the start of the turn, it gains the Really Stupid trait.
*Hive Mind: A player with the Really Stupid trait counts as being Bone Headed while within 3 spaces of a model with this trait.
HaHaHaHaHa, It is done and now you shall all feel the wrath of the Tyranid swarms!
!
Alternatively, and equally tested, give the Gaunts Leap and AG4 from the start but add in the No Hands trait and remove Surefeet and Sprint to balance this out... however you lose half the team that would have been handling the ball... I also contemplated putting 0-6 of each version of the Gaunts on the list instead of 0-12 of one... to each his own though
Tyranids:
Gaunts (0-12) MA8 ST2 AG3 AV7
Dodge, Surefeet, Sprint, Swarm*; Agility, Mutation; 60k
Genestealer (0-4) MA7 ST3 AG3 AV8
Block, Extra Arms; General, Mutation; 100k
Warrior (0-4) MA4 ST5 AG2 AV9
Guard, Extra Arms, *Hive Mind; General, Strength, Mutation; 120k
Rerolls 60k
*Swarm: If this player is not in base contact with a teammate at the start of the turn, it gains the Really Stupid trait.
*Hive Mind: A player with the Really Stupid trait counts as being Bone Headed while within 3 spaces of a model with this trait.
HaHaHaHaHa, It is done and now you shall all feel the wrath of the Tyranid swarms!

Alternatively, and equally tested, give the Gaunts Leap and AG4 from the start but add in the No Hands trait and remove Surefeet and Sprint to balance this out... however you lose half the team that would have been handling the ball... I also contemplated putting 0-6 of each version of the Gaunts on the list instead of 0-12 of one... to each his own though
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I haven't been in this neck of the woods in some time due to the fact that I fogot about it, never forgetting my team, and didn't think pepople wanted to discuss more.
Since I have played more games since I opened this topic, and got more experience under my belt using humans, elven teams, norse, necro, dwarves, and other things (not league play one off games) I have discovered changes to my roseter from the begining.
0-12 Linemen 4 4 2 8 70k G, S
0-2 Catchers 6 3 3 7 80k G Catch
0-2 Throwers 4 4 2 8 90k G, P Pass, Sure Hands
0-4 Blitzers 5 4 2 8 100k G, S Break Tackle
Re-Rolls: 70k
David Bergkvist, posted this list and it looks good. I can tell you my origional thought was ST 4 should all get ST access I mean elves all get AG access. Now I realize the brokenness of that idea. The team all can block/guard/mighty blow/tackle in 4 skills. They can also block guard, and never go down with how the team looked. After playing Khemri, and dwarves I have come to realize splicing these teams together would be the better option. The linemen although I hate the MA, longbeards have it, and dont have the ST4, and this player has one less AV. I have to accept this as a necessary evil of the team and say good going Dave smart decision here. We now move on to the catcher positional. He has bad MA for a catcher, but the team he is on he dont' wanna leave the protection of his beasts next to him. The 6/3/3/7 was the best idea for a runner/catcher for this team. I mean keep him at ST 3, keeps the ST trend going because many catchers are ST2. The Gen only access bothers me though. I mean they come with catch, but after that can only get generic skills in the GEN catagory. Maybe giving them AG access would be good, but could possibly make the team too broken. If this list was tested as is, or with the AG access added let me know If you wanna add AG access you can even up his price to 90K, or even a100K depending if its worth it. The thrower seems too off set for me. I mean he has low MA, but the team has low MA, and that fits the mold. He has ST 4, but a ST4 thrower only is good on defence when he is hit. Also with his AG2 he might become a liability if you don't have accurate and things like that. I mean he is quite interesting and I would enjoy to see him, just to see how I can develop that guy, and how they work. Price for them seems heavy but works for me due to the ST+, and human starting skills. My favorite player that was created though is by far the blitzer. Granted we all know as blood bowl players, that MA5 is nothign speical and actually blows. The ST4 is good for the team mold, and the rest of his stats are A-OK. I love the break tackle idea, and that you can have 4 of them. Definately a player you wanna max out on ASAP.
Now lets make a roster.
I did some work and figured its hard to make a good one with them
I came up with this
10-Linemen
1-Catcher
2-Rerolls
9-FanFactor.
It is all I came up with the rest of the team is can be baught at a later time. After game 1 you buy the apothecary hopefully because you don't like dieing. After that you hope to have everyone alive, and then pick up your 3rd reroll right? After that I say buy out your positionals. Pick up a blitzer, then a blitzer, then a thrower, then a catcher, then blitzer, blitzer. NEVER fire a guy until you have 2 that replace him. One thing the team doesn't want is death during the build. If you can put a bunch of ST4 linemen on the field yea thats good, keep your "fragile" guys safer.
What are suggestions after this?
Since I have played more games since I opened this topic, and got more experience under my belt using humans, elven teams, norse, necro, dwarves, and other things (not league play one off games) I have discovered changes to my roseter from the begining.
0-12 Linemen 4 4 2 8 70k G, S
0-2 Catchers 6 3 3 7 80k G Catch
0-2 Throwers 4 4 2 8 90k G, P Pass, Sure Hands
0-4 Blitzers 5 4 2 8 100k G, S Break Tackle
Re-Rolls: 70k
David Bergkvist, posted this list and it looks good. I can tell you my origional thought was ST 4 should all get ST access I mean elves all get AG access. Now I realize the brokenness of that idea. The team all can block/guard/mighty blow/tackle in 4 skills. They can also block guard, and never go down with how the team looked. After playing Khemri, and dwarves I have come to realize splicing these teams together would be the better option. The linemen although I hate the MA, longbeards have it, and dont have the ST4, and this player has one less AV. I have to accept this as a necessary evil of the team and say good going Dave smart decision here. We now move on to the catcher positional. He has bad MA for a catcher, but the team he is on he dont' wanna leave the protection of his beasts next to him. The 6/3/3/7 was the best idea for a runner/catcher for this team. I mean keep him at ST 3, keeps the ST trend going because many catchers are ST2. The Gen only access bothers me though. I mean they come with catch, but after that can only get generic skills in the GEN catagory. Maybe giving them AG access would be good, but could possibly make the team too broken. If this list was tested as is, or with the AG access added let me know If you wanna add AG access you can even up his price to 90K, or even a100K depending if its worth it. The thrower seems too off set for me. I mean he has low MA, but the team has low MA, and that fits the mold. He has ST 4, but a ST4 thrower only is good on defence when he is hit. Also with his AG2 he might become a liability if you don't have accurate and things like that. I mean he is quite interesting and I would enjoy to see him, just to see how I can develop that guy, and how they work. Price for them seems heavy but works for me due to the ST+, and human starting skills. My favorite player that was created though is by far the blitzer. Granted we all know as blood bowl players, that MA5 is nothign speical and actually blows. The ST4 is good for the team mold, and the rest of his stats are A-OK. I love the break tackle idea, and that you can have 4 of them. Definately a player you wanna max out on ASAP.
Now lets make a roster.
I did some work and figured its hard to make a good one with them
I came up with this
10-Linemen
1-Catcher
2-Rerolls
9-FanFactor.
It is all I came up with the rest of the team is can be baught at a later time. After game 1 you buy the apothecary hopefully because you don't like dieing. After that you hope to have everyone alive, and then pick up your 3rd reroll right? After that I say buy out your positionals. Pick up a blitzer, then a blitzer, then a thrower, then a catcher, then blitzer, blitzer. NEVER fire a guy until you have 2 that replace him. One thing the team doesn't want is death during the build. If you can put a bunch of ST4 linemen on the field yea thats good, keep your "fragile" guys safer.
What are suggestions after this?
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