Experimental Beastman Team

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

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jollyork
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Experimental Beastman Team

Post by jollyork »

Hi,

We're starting another season soon and I'm considering trying out a version of a Beastman team to satisfy some Chaosy-types who don't want Chaos Warriors. I'm trying to keep it simple and entertaining at the same time, and I'd appreciate any feedback on this sample roster. Especially costing to see if I got it right (or close).

Code: Select all

0-16   40,000   Ungors      6  2  3  7   None
0-4    60,000   Gors        6  3  3  8   Horns
0-2    70,000   Bestigors   6  3  3  8   Block, Horns
0-2    110,000  Centigors   7  3  3  8   Drunk*, Sprint, Sure Feet
0-1    150,000  Minotaur    5  5  2  8   (as LRB)
Rerolls: 70,000

*Drunk:
The player spends more time quaffing fermented liquids than a Norseman on a bender. Each time you declare an action for him, roll a d6: on a 1 the player gains the Really Stupid skill, on a 6 the player gains the Frenzy skill, on a 2-5 the player can be used as normal. Effects continue until the coach declares a subsequent action for the player. 
Thoughts? Are the Bestigors too boring? Are the Centigors priced about right?

Thanks in advance!

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Post by Rituro »

As a WFB player, I like the inclusion of Drunk on the centigors. As a BB player, I really, really like it. :wink:

Seriously, though, it's an interesting list. I can see where complaints would be made about the Gor/Bestigor similarities, although I personally like the idea fluff-wise of having the three tiers of beatsman. Try pricing the Bestis at 80k and see how that works.

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Post by bouf »

Compare the Ungors to Hobgoblins and they are a real rip off. Make them ST3 or up their MA. (I'd rather the ST personally)

You're right that the Bestigor is a bit boring... I'd either up the MA or the AV (Most blitzers follow that trend) Alternativly you could add a skill like Thick skull or Grab...

What skills Selection would the team have

I'd give the...
Ungors G/ASPM
Gors GS/APM
Bestigors GSM/AP
Centigors GS/APM
Minotaur S/GAPM

For Simplicities sake I wouldn't add the Drunk rule (although I kinda like it) Probably better to give them Bone head (or stupid) and Frenzy off the start. I really like the Centigors stat line! Based off the Bull but not close to the same - Well done!

I for one would like to see a Beast team... So chaos would have three teams : Beast, Warrior and Marauder (Pact) <kinda like Undead have Necro, Knemri and Mixed>

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Post by Rituro »

bouf wrote:I'd give the...
Ungors G/ASPM
Gors GS/APM
Bestigors GSM/AP
Centigors GS/APM
Minotaur S/GAPM
I agree with Bouf on everything but mutation access for the ungors. Ungors don't deserve mutations! They're freakin' ungors!! :wink:

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Post by voyagers_uk »

Rituro wrote:
bouf wrote:I'd give the...
Ungors G/ASPM
Gors GS/APM
Bestigors GSM/AP
Centigors GS/APM
Minotaur S/GAPM
I agree with Bouf on everything but mutation access for the ungors. Ungors don't deserve mutations! They're freakin' ungors!! :wink:

Can someone who knows him, please remove any caffeine in Rituro's location and turn on some Kenny G to soothe the savage beast (or torture - your choice)

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Post by atropabelladonna »

I agree with the others, the ungors should be like hobgoblins if this is the roster you like. I do like your drunk rule.

There are a lot of different proposals for beast men. Here is what we use in our league.

0-4 Ungors 7 2 3 7 Dodge AM 50K
0-16 Gors 6 3 3 8 Horns GSM 60K
0-2 Beastigors 5 3 3 9 Block, Horns, GSM 80K
0-2 Centigors 6 4 2 8 Horns, Sprint 110K
0-1 Minotaur (as normal but only S skills)
rerolls 60K

definatly not overpowered but pretty decent team (in our experience).

I like the Beastigor being slower but better armoured. Follows the fluff of them being the most skilled (block) and best equipment (AV).

Ungors are always a bone of contention for everyone. I can see why people would like the 6337 version. I like our version (and it may be overcosted by 10K, but its better to be safe) as it provides agility skills to the team. If you want to make them a bit better, give them G access. We didn't as we wanted them to focus on taking mutations.

The centigor doesn't have sure feet as he is drunk! And also not to steal thunder from the bull centaur.[/list]

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Post by jollyork »

Great feedback, thanks to all of you. I tend to agree with Ungors not having access to Mutations (they are frikkin Ungors!), and I also like the suggestions for the Bestigors. Better AV and S while losing a step seems like a good enticement to take them. I'm torn on Drunk now... I like the rule, but the Bonehead/Frenzy idea is good, too. Hmm...

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Post by bouf »

I wouldn't giva any positional ST4 and Block... Better to have them

6 3 3 9 Block, Horns - GSM/AP (What ever that would cost???)

And you guys are right... No Mutation access for ungors.

It makes the Progression in the players better too...
Ungors get no mutations, Gors get some if their lucky, Bestigors can have as many as they want.

lets say that Centigors are:
0-2 - 7 3 3 8 - Bone Head, Frenzy, Sprint, Sure Feet - GS/APM
What should that cost?

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Post by Rituro »

bouf wrote:lets say that Centigors are:
0-2 - 7 3 3 8 - Bone Head, Frenzy, Sprint, Sure Feet - GS/APM
What should that cost?
120k? 130k?

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Post by jollyork »

I vote 120. Bonehead seems to strike whenever it's least needed (the universal rule of Blood Bowl).

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Post by stashman »

Why is Ungor ST 2 ?

My proposal (skip the Ungor):

0-16 Beastmen 6 3 3 8 Horns GSM 60K
0-4 Beastlord 6 4 3 8 Horns GSM 100K
0-2 Centigor 8 3 2 8 Horns, Juggernaut GSM 130K
0-1 Minotaur (same as for Chaos)
Rerolls 70K

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Post by atropabelladonna »

stashman wrote:Why is Ungor ST 2 ?
Just our preference. Its the age old, why are human catchers ST2 and all the elf ones ST3.

Seriously, we like them weedy. You don't have to use them on the team. They give you access to agility skills and a slightly faster team. I usually use 2 or 3 of them. Plus the models are decently smaller than the gors.

And as I said in the beginning, I can totally see them being hobgoblin stats, but that has been done lots before....

edit. If you are referring to the original post, I am assuming it is a typo as a 6237 player for 40K is totally horrible. Must be 6337.

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Post by atropabelladonna »

stashman wrote:Why is Ungor ST 2 ?

My proposal (skip the Ungor):

0-16 Beastmen 6 3 3 8 Horns GSM 60K
0-4 Beastlord 6 4 3 8 Horns GSM 100K
0-2 Centigor 8 3 2 8 Horns, Juggernaut GSM 130K
0-1 Minotaur (same as for Chaos)
Rerolls 70K
The best lords are too expensive. They are chaos warriors with +1 MV, -1 AV and horns to boot! An awesome blitzer. At least 110 or even 120K. Especially as you added a third positional (centigor). Why take a chaos team?

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Post by atropabelladonna »

Rituro wrote:
bouf wrote:lets say that Centigors are:
0-2 - 7 3 3 8 - Bone Head, Frenzy, Sprint, Sure Feet - GS/APM
What should that cost?
120k? 130k?
Don't the Centigors have horns?? I do like the idea of bone head and frenzy.

With no horns, I would say maybe even 110. Bonehead is a bad penalty. Possible 120.

I also don't like sure feet on a drunk centigor, but I can see the arguement for them (being drunk with 4 feet must be better than 2 feet).

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Post by bouf »

atropabelladonna wrote: Don't the Centigors have horns?? I do like the idea of bone head and frenzy.

With no horns, I would say maybe even 110. Bonehead is a bad penalty. Possible 120.
I wouldn't add horns... They have plenty as it is. Plus... Horns & Frenzy is a bit much for a starting package on what is basiclly a MA10 positional...

Take Juggernaught and Stripball for the easiest TDs ever!

Leave the headbutting to the goats! (If they had M access on doubles, you could always aim for it if you wanted)
atropabelladonna wrote:I also don't like sure feet on a drunk centigor, but I can see the arguement for them (being drunk with 4 feet must be better than 2 feet).
There have been times where I coulda used a spare set of legs... :puke:

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