claw VS halfings

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Post by Snew »

ianwilliams wrote:
GalakStarscraper wrote:
wesleytj wrote:Only because somebody who will remain nameless to protect the innocent thought it would be a good idea to give chaos teams access to them without doubles. Otherwise it would have been ok to leave the mutations alone.
Fortunately this wasn't me ... this change was put in place by someone else before I got sole power :D

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LOL. No where to hide. :P

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Post by Craigtw »

GalakStarscraper wrote:Here is the way to look at this. Picture the Claw has having a gap in the middle when it closes. So that the smaller and less armoured the player the less force that can be put on that player as they fit much better in that gap. However a heavily armoured player is much thicker and thus the squeezing power of the claw has a much greater effect.
Yeah, but that's assuming the claw is a crab-like one. What if it is the long nailed variety? Does the halfling squish between the gaps of that too? :wink:

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Post by wesleytj »

fen wrote:[ You know there's something wrong when a beastman jumps to the top of peoples 'to kill' lists just by rolling one or two doubles.
Not true at all...there are LOTS of cases where having a couple of doubles rolls on the same guy makes them public enemy #1. That doesn't mean the system is broken and should be changed, because it's relatively rare that someone roll lots of doubles on the same guy. They SHOULD be pretty unstoppable. Otherwise, where's the advantage to doubles?

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Post by fen »

wesleytj wrote:Not true at all...there are LOTS of cases where having a couple of doubles rolls on the same guy makes them public enemy #1.
Ok, you've got two rolls. Both doubles, make something as scary as a Beastman/Chaos warrior/Nurgle Rotter or Skaven with RSC + Claw without picking 4th Ed mutations.

And then try and do it without starting from one of the more overskilled positionals.

4th Ed mutations were in many cases overpowered way beyond a normal doubles roll. Sai (the Gutter Runner) and his many clones, Players refusing to play against RSC + Claw teams, the sheer quantity of LRB4 OTS Gutter Runners, an early tentacle player dominating the field. These are all examples of why I'm never going to agree with you on this matter, and I haven't even looked at the positive benefits of weaker mutations on normal rolls.

We just look at the game in a different way, sadly the game has evolved more towards my viewpoint on this matter.

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Post by wesleytj »

hehe i agree that we won't agree on all counts. i also agree that the game has gone more towards your thinking on this matter than mine, much to my dismay.

funny how much agreement there is in our disagreement, eh?

but just to prove the point that it can be done...mummy with dodge and jumpup is pretty scary. orc blitzer with dodge and catch. any big guy with blk and pro. those are all about as scary as claw/rsc.

and if you ignore your restrictions to not counting mutations, which i find odd since that's what we're taling about, i'd suggest the old horns/dauntless gutter runners or about a half dozen others.

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Post by Craigtw »

wesleytj wrote:.mummy with dodge and jumpup is pretty scary.
Yeah, and it's also pretty outdated! What ed are you playing! :o

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Post by Ironjaw »

Check this out- If a treeman is blocked by a linerat with mighty blow, andnclaw (2 jammy doubles) , gets blocked and gets pow/pow. The treeman choses one or the other, has to go down, and then the gutter runner has an armour roll of 8 to break armour and 9 to casualty.

The mechanics of that just isn't right

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Post by fen »

wesleytj wrote:and if you ignore your restrictions to not counting mutations, which i find odd since that's what we're taling about, i'd suggest the old horns/dauntless gutter runners or about a half dozen others.
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.

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... :puke: )
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.

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Post by Xeterog »

Craigtw wrote:
wesleytj wrote:.mummy with dodge and jumpup is pretty scary.
Yeah, and it's also pretty outdated! What ed are you playing! :o
LRB 5...tho a prone Mummy would have to roll a 4+ to take a Block Action.

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Post by Xeterog »

Nuffle-was-a-woodelf wrote:Check this out- If a treeman is blocked by a linerat with mighty blow, andnclaw (2 jammy doubles) , gets blocked and gets pow/pow. The treeman choses one or the other, has to go down, and then the gutter runner has an armour roll of 8 to break armour and 9 to casualty.

The mechanics of that just isn't right

Actually, he could break AV on a 7+ (but then the casualty would be on a 10+ as he used MBlow on the av roll)...yes, they stack in LRB5

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Post by wesleytj »

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... :puke: )
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.

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Post by fen »

wesleytj wrote: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.
That's true but I wasn't talking about LRB5 though really just looking at LRB4 (where mutations were more powerful), but with the poor mummies now nerfed to Strength Access only, I think we're less likely to see Jump Up taken until at least the 2nd Doubles (Block first!)

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Post by Storch »

Interesting.

I could almost see not taking Jump Up as a second doubles. I mean if you havea doubles and are looking at Agility skills, why wouldn't you go for Dodge and keep him on his feet 1 out of six times more rather than helping him up after he goes down?

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Post by Bardbarian »

Interesting.

I could almost see not taking Jump Up as a second doubles. I mean if you havea doubles and are looking at Agility skills, why wouldn't you go for Dodge and keep him on his feet 1 out of six times more rather than helping him up after he goes down?

--->Because Mighty Blow/Piling On is the new black (i.e. very fashionable at the moment,) and the Mummy can get Piling On on a regular roll, would be my guess.

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Post by wesleytj »

jump up/piling on is and has always been a pretty nasty combo.

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