Tilean team

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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mrbrownesquire
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Tilean team

Post by mrbrownesquire »

Hello all,
I had this idea a while back but never really developed it

Tileans

0-2 8,2,3,7 Assassin dodge,catch gen/ag 80k
0-2 7,3,3,8 Rogues block, dirty player gen/str 90k
0-2 6,3,3,8 Marksman pass, sure hands gen/pas 70k
0-12 6,3,3,8 Lineman gen 50k
0-2 Freebooters

Re-roll
Due to the lack of discipline on the team, re-rolls cost 70k

Assassins
Assassins may be upgraded to carry a poison dagger for 20k. This is a one-off cost that can be purchased before the match.

Freebooters
Due to the diversities of races that can be found in the lands of Tilea, you may hire up to 2 freebooters from the following list:

Amazon linewoman 60k
Hobgoblin 50k
Dark elf lineman 80k
Longbeard 80k
Elf lineman 70k
Goblin 50k
Halfling 40k
Norse lineman 60k
Skaven Lineman 60k

I have not had a chance to playtest yet but thought I would throw this out and see what people think.

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Gorbad
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Post by Gorbad »

From the first impression, it looks like humans with:

- slighty more expensive rerolls.

+ Catchers with daggers.
+ Blitzers with Dirty Player.
+ More options for freebooters.

Humans++ therefore...

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Post by mrbrownesquire »

well also catchers without catch, and the daggers are expensive for every game, and a risk (10+ not so much of a risk).

also, lower maximums on both blitzers and catchers.

I see Tileans being alot closer to humans than either amazons and norse, hence the similar stats.

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Post by Gorbad »

mrbrownesquire wrote:well also catchers without catch, and the daggers are expensive for every game, and a risk (10+ not so much of a risk).

also, lower maximums on both blitzers and catchers.

I see Tileans being alot closer to humans than either amazons and norse, hence the similar stats.
Ahh sorry, I missed the 0-2, though the catchers do seem to have catch in your post.

It could work, it has a nice and sneaky feel to it, and with 0-2 positionals, not too powerful (everything will be sent off if you're not careful).

But you might as well go all the way and give the marksman bomb upgrades for 30 or 40k per game, he will be pretty good with them, but you might end up with only linemen left after one half.
:wink:

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Post by mrbrownesquire »

Ahh, I meant to remove catch, or that might have been why I made them 80k, not sure!

Like the idea of the bomb, 30k perhaps, given the 8+ roll after every drive. I think it is appropriate that a Tilean team should have a high sending off ratio.

I was toying with the idea of giving lineman dirty player and upping their cost, thought it would makwe the team too powerful, although you can only use DP once a turn.

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Post by Gorbad »

mrbrownesquire wrote:Ahh, I meant to remove catch, or that might have been why I made them 80k, not sure!

Like the idea of the bomb, 30k perhaps, given the 8+ roll after every drive. I think it is appropriate that a Tilean team should have a high sending off ratio.

I was toying with the idea of giving lineman dirty player and upping their cost, thought it would makwe the team too powerful, although you can only use DP once a turn.
If you give them all DP, nobody will play against them, and right they are! Multiple DP means you can foul with abandon, getting fodder sent off (who come back next game) vs maiming a useful player is a no-brainer.

So no... no DP on all liners... keep them as is, just some peon meat to protect the wealthy landowners.

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Post by mrbrownesquire »

You backed up my reasoning for not giving them all Dirty Player!

What do you think of the freebooters idea. I stole it from a playtest version of the Chaos All Stars that Jervis fielded aginst my halflings a year or so back. This team included an ogre, troll, dark elves, goblins chaos and more and reduced my poor halflings to paste. Jervis decided his All Stars was a bit tough, I haven't heard anything more so I don't know what happened with that development.

I thought a limited number of such freebooters might be interesting and add some variations to the team and allow different types of play

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Post by GalakStarscraper »

mrbrownesquire wrote:Jervis decided his All Stars was a bit tough, I haven't heard anything more so I don't know what happened with that development.
That team is going to be VERY limited playtested with the following stats and the PBBL 1.9 rules.

16;Marauder;60;6;3;3;8;;GSPM
1;Dark Elf Renegade;70;6;3;4;8;LONER;GAM
1;Goblin Renegade;40;6;2;3;7;LONER, Right Stuff, Dodge, Stunty;AM
1;Skaven Renegage;50;7;3;3;7;LONER;GM
1;Chaos Ogre;140;5;5;2;9;LONER, Mighty Blow, Thick Skull, Throw Team-Mate, Bone-head;SD
1;Minotaur;150;5;5;2;8;LONER, Mighty Blow, Frenzy, Horns, Thick Skull, Wild Animal;SD
1;Chaos Troll;110;4;5;1;9;LONER, Mighty Blow, Regenerate, Throw Team-Mate, Really Stupid, Always Hungry;SD
Rerolls=70
Apoth=Yes

M means Mutations on normal skill rolls ... D means Mutations on double skill rolls.

Galak

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Post by Gorbad »

GalakStarscraper wrote:16;Marauder;60;6;3;3;8;;GSPM
Passing skills on all liners? Or is that a relic from Physical Abilities?


As for the Tileans, I don't see any problems with the freebooters, usually the trouble with multiple races is the skill access and shoring up the holes in your team, but with the expense of freebooters, and them not gaining SPP, I don't see big issues there.

I don't think the Tileans will ever make it to the Big leagues (Rulebook) but they look like fun, and who knows, they might enjoy a presence on a certain online system?

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Post by GalakStarscraper »

Gorbad wrote:
GalakStarscraper wrote:16;Marauder;60;6;3;3;8;;GSPM
Passing skills on all liners? Or is that a relic from Physical Abilities?
P=Passing

Galak

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Post by Dam »

Couple of thoughts (not much thought behind them :wink: ) :

Going by the names of the players, and with DP being what it is, could you see this:

1) Rogues replace DP with Shadowing? Would fit in with the shadowy :roll: nature of the team.

2) Marksman, since the title tells of their accuracy, drop Sure Hands, give them Accurate. Or would that over-power them in the passing ability? They'd still want RRs for pick-ups.

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Post by mrbrownesquire »

Dam wrote:Couple of thoughts (not much thought behind them :wink: ) :

Going by the names of the players, and with DP being what it is, could you see this:

1) Rogues replace DP with Shadowing? Would fit in with the shadowy :roll: nature of the team.

2) Marksman, since the title tells of their accuracy, drop Sure Hands, give them Accurate. Or would that over-power them in the passing ability? They'd still want RRs for pick-ups.
I can up with the name rogue as I did not want to use Blitzer. I also chose Dirty Player as a skill as in my opinion, Tileans would be one of the most dirty playing teams around.

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Post by duff »

looks OK

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Post by plasmoid »

I thought that Estaleans were the dirty/shady nation, while Tilea is famous for its wealth, trading and mercenaries.

Cheers
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Post by mrbrownesquire »

plasmoid wrote:I thought that Estaleans were the dirty/shady nation, while Tilea is famous for its wealth, trading and mercenaries.

Cheers
Martin
Tilea is the home of duellists, assassins and being stabbed in the back/poisoned/deposed etc.

Lot's of fun!

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