Marauder advancement
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Marauder advancement
How about a little exercise in player building? lets start with a base chaos marauder (from the experimental chaos pact team)
Marauder 6338 GSPM A 60,000
now lets assume you made the following skill rolls as he progressed...
first roll double 6's
second roll 11
third roll double 5's
fourth roll 10 (6 and 4)
fifth roll 7
how would you build him? The Marauders are designed to be versatile so we should get a lot of different results, If there is enough interest I will add a poll with the different options once there are enough...
Judging should be based on creativity, functionality, and since this is LRB 5.0, TV efficiency
I'll star with an obvious one...
long bomb thrower 6348 Pass, Safe throw, Strong Arm, Accurate 180k
Marauder 6338 GSPM A 60,000
now lets assume you made the following skill rolls as he progressed...
first roll double 6's
second roll 11
third roll double 5's
fourth roll 10 (6 and 4)
fifth roll 7
how would you build him? The Marauders are designed to be versatile so we should get a lot of different results, If there is enough interest I will add a poll with the different options once there are enough...
Judging should be based on creativity, functionality, and since this is LRB 5.0, TV efficiency
I'll star with an obvious one...
long bomb thrower 6348 Pass, Safe throw, Strong Arm, Accurate 180k
Reason: ''
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Re: Marauder advancement
ace runnerFather911 wrote: Marauder 6338 GSPM A 60,000
now lets assume you made the following skill rolls as he progressed...
first roll double 6's
second roll 11
third roll double 5's
fourth roll 10 (6 and 4)
fifth roll 7
how would you build him?
I'll star with an obvious one...
long bomb thrower 6348 Pass, Safe throw, Strong Arm, Accurate 180k
first +1st
2nd +1ag
3rd dodge
4th block
5th big hand
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yeah, the 2 stat (ST and AG) increases essentially make him a vampire statline, no neg skill. i can't imagine turning either of those down, tv be damned.
now, i don't know the rest of this experimental team this chap comes from, so this may not be the absolute best player for the team... but i'd do this:
6448 block dodge guard
is it boring? yes. but it's also pretty effective.
i really considered taking the av+ with the 6 and 4 in place of guard, because this guy will be a bit of a target. but i figure it's a chaos team so it's probably got a pretty decent armor value all around...and the guard will make him a real pain in the neck that he can assist against lots of blocks after he himself has done his thing.
now, i don't know the rest of this experimental team this chap comes from, so this may not be the absolute best player for the team... but i'd do this:
6448 block dodge guard
is it boring? yes. but it's also pretty effective.
i really considered taking the av+ with the 6 and 4 in place of guard, because this guy will be a bit of a target. but i figure it's a chaos team so it's probably got a pretty decent armor value all around...and the guard will make him a real pain in the neck that he can assist against lots of blocks after he himself has done his thing.
Reason: ''
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You can find the experimental Chaos Pact roster on MBBL:
http://www.midgardbb.com/MBBL/PBBL_Hand ... aTeams.pdf
And yes, for the most part the team has enough AV and ST to handle bashing. Although, all the loners and big guys make it pretty challenging to execute complicated plays with.
I'm running a new Chaos Pact team and it seems like I'm going to need to endure some games before the maruaders develop a diverse enough set of skills to be competitive with tier 1 or even tier 2 teams.
http://www.midgardbb.com/MBBL/PBBL_Hand ... aTeams.pdf
And yes, for the most part the team has enough AV and ST to handle bashing. Although, all the loners and big guys make it pretty challenging to execute complicated plays with.
I'm running a new Chaos Pact team and it seems like I'm going to need to endure some games before the maruaders develop a diverse enough set of skills to be competitive with tier 1 or even tier 2 teams.
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The problem is for a 6338 player the +1ST and +1AG are no brainers. Especially if you think about what decision you'd make as each roll turned up (without the information of the later rolls)
6+6 = +ST no brainer to take for a first roll.
6+5 = +AG a little scary on the second roll, as he needs to make it to 31 without Block, but I'll still take it.
And now I can do what I like with him.
5+5 = I'd have to skip on the doubles at this point and take Block to protect him. Dodge won't help as at this stage there will be a lot of tackle about in opposing teams.
6+4 = +AV is tempting, but I'm going to make him super irritating. So Guard
7 = Stand Firm
6448 Block, Guard, Stand Firm
I can rely on that assist pretty much wherever I need it and it'll be tough to move him. I've fielded Vampires like this before, and they're amazing.
6+6 = +ST no brainer to take for a first roll.
6+5 = +AG a little scary on the second roll, as he needs to make it to 31 without Block, but I'll still take it.
And now I can do what I like with him.
5+5 = I'd have to skip on the doubles at this point and take Block to protect him. Dodge won't help as at this stage there will be a lot of tackle about in opposing teams.
6+4 = +AV is tempting, but I'm going to make him super irritating. So Guard
7 = Stand Firm
6448 Block, Guard, Stand Firm
I can rely on that assist pretty much wherever I need it and it'll be tough to move him. I've fielded Vampires like this before, and they're amazing.
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In retrospect, yes I shouldn't have added the stat increases as there are very few times when you would turn them down. Maybe once this has played out I'll start another thread using a more traditional player and just skills...
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