fen wrote:
My point was that (LRB4) mutations are stupidly more powerful than normal doubles - Horns (+ Dauntless) on GR was included in that because it was an unintended mistake in design, my point is that doubles on mutation access teams are simply far more powerful in LRB4 than any other team's doubles. And I think that's wrong.
Again where we disagree. I don't think that's a bad thing at all. It's simply one of the overall factors to consider when evaluating team balance. For example, I'd suggest that Chaos having access to (powerful) mutations is about the only thing making them balanced with other hitting teams such as orcs and dwarves, since they are at a major disadvantage to both teams in terms of both starting skills and flexibility. But once you consider that you can see CW's with RSC and Claw, or Tentacles and Tackle, or a Beastman with Stunty and Big Hand (back when you could still take stunty as a mutation).
I also never had a problem with a Horns/Dauntless GR. Whether it was an "unintended mistake" is debatable, I don't know that Jervis has come out and said it was an oversight on his part. Even if it was, it's just a case of coaches making great skill combos, which is one of the things that makes this game so great...to me anyway. It's great that you can build up your team, and it's individual players, to personalize it to your playstyle.
But I'd prefer a RSC + Claw Beastman over any of those players you've listed (in LRB4.) Especially the Orc Blitzer whos just boring (and the mummy just can't exist unless you go back from LRB4 towards vanilla 3rd ed...

)
The Mummy can exist in today's LRB5 rules, tho JumpUp is admittedly a bit weaker for him since he'd need to make a roll to make a block. And I'm not a "3rd ed Fanboy", but there are plenty of aspects of it that I do miss. I think 3rd ed was overpowered in a lot of ways that I don't want to go back to, but I think we've perhaps in many respects OVER-corrected for that fact, and now a lot of skill choices are too weak. The mutations are one of many examples of it.
The Orc Blitzer I listed might be "boring" but he'd also be a very good TD machine.
Mummies + Big Guys are far more powerful base statlines than a Beastman, but I'm still not as worried about facing either of them as I am the mutant BM.
Sure, big guys have powerful statlines. They also have negative skills and can't use rerolls. The mummies are ST5 sure, but they're also MA3 and AG1, making it very easy for a good coach to negate their upside with their downside.
As you said when this whole thing started, we'll likely never agree on any of this, because we have different ideas on how blood bowl "should" be. but that's ok, and it's certainly no reason to not make the points anyway.