5 ideas for halflings

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

Moderator: TFF Mods

User avatar
Darkson
Da Spammer
Posts: 24047
Joined: Mon Aug 12, 2002 9:04 pm
Location: The frozen ruins of Felstad
Contact:

Post by Darkson »

Joemanji wrote:0-4 Blitzers _ 6 2 3 6 _ Dodge, Right Stuff, Stunty _ 40K _ GA/SP

So just a normal 'fling with +1 MV and G access. I bet you'd be surprised how much this helps the team in the long term.
No thanks. Having run a goblin team with 2 bullies (normal goblins with G access for an extra 10k), they're to much. Easy acces to Blodge and Sure Hands, and these guys will be the stand-outs on the halfling team, and negate to many of the disadvantages they have.
Not saying it would make the team tier 1 by any means, but will make them much better than you think. In fact, I'd say it would probably make them better than goblins.

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
User avatar
TuernRedvenom
Legend
Legend
Posts: 2051
Joined: Wed Apr 07, 2004 10:39 am
Location: Argueing the call...

Post by TuernRedvenom »

Darkson wrote:
Joemanji wrote:0-4 Blitzers _ 6 2 3 6 _ Dodge, Right Stuff, Stunty _ 40K _ GA/SP

So just a normal 'fling with +1 MV and G access. I bet you'd be surprised how much this helps the team in the long term.
No thanks. Having run a goblin team with 2 bullies (normal goblins with G access for an extra 10k), they're to much. Easy acces to Blodge and Sure Hands, and these guys will be the stand-outs on the halfling team, and negate to many of the disadvantages they have.
Not saying it would make the team tier 1 by any means, but will make them much better than you think. In fact, I'd say it would probably make them better than goblins.
And let's not forget easy access to dauntless, wrestle and strip ball! The general skills in LRB 5 are quite good for flings!

Reason: ''
Un bon mot ne prouve rien. - Voltaire
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

So just the Pie Flingers then? :wink:

I have a Goblin team with a Dauntless guy anyway (and one with ST 3), and he isn't super great. I suppose it's different if you can load on Strip Ball and Wrestle too on normal rolls.

Reason: ''
*This post may have been made without the use of a hat.
User avatar
cyagen
Star Player
Star Player
Posts: 748
Joined: Mon Jan 26, 2004 2:52 pm
Location: Germany

Post by cyagen »

Leipziger wrote:but I think 'flying dutchman' would be the only one really taken up (this skill has been suggested under different names before e.g. 'acrobat'), although a team full of d6 scattering stunties could be fun!
That was kind of the point, the Flings are never gonna be competitive, but they should be fun to play. My only worry with these skills is the impact on the Gobos and Orcs teams. In there case Flying Dutchman could make them too good.

I'm in favour of positional players for the flings, but they can't be too good. Here's my 2 cents on that:

0-4 catcher, as Joemanji proposed
0-2 Piefiggers, as Joemanji proposed but with or without secret weap or maybe give them P acess.

0-2 Blitzer 6 2 3 6 RS, Stunty, Dodge, Guard A/GSP

That would give the team a little boost without creating an uberspieler that would do everything. I think that would make them competitive enough and fun.

Reason: ''
plasmoid
Legend
Legend
Posts: 5334
Joined: Sun May 05, 2002 8:55 am
Location: Copenhagen
Contact:

Post by plasmoid »

Perhaps 0-2 pieflingers - definately 0-2 catchers and 0-2 fatfellows (5326 d,s,r).
I think 2 ST3 halflings will not be super powerful when they don't have access to G.
Sure, they could get into the cage and get a 1d on most teams - if they can get there with MA5 ang AG2. But even if the ball goes on the ground, there is a long way to staeling it and scoring with a halfling team.

But admittedly, I'd rather help this team by changing the treemen.
Rooting out is just no fun.
Cheers
Martin

Reason: ''
Jural
Legend
Legend
Posts: 2112
Joined: Thu Apr 21, 2005 2:49 am

Post by Jural »

plasmoid wrote: But admittedly, I'd rather help this team by changing the treemen.
I think just about everyone should be OK if the halfling trees lost Take Root, or if Take Root was changed to a lesser negatrait (4+ GFI, for example.)

Since it's a house rule, you can even change the 'Fling tree and not the Wood Elf one. Darkson will cheer your confidence in the intelligence of the average BB coach, and JJ will make a subconcious *tsk, tsk* sound, but never be seriously bothered by it :)

Reason: ''
JumpingElf
Veteran
Veteran
Posts: 186
Joined: Mon Aug 08, 2005 10:21 am
Location: Hamburg, Germany

Post by JumpingElf »

Idea! Don't use "Take Root" as a negatrait, use it as a skill and let the tree control this as an action instead of "Block". So it is possible to move the trees as a wall, protecting the halflings. In a few words: Give the Trees the control about Taking Roots ... :wink:

Reason: ''
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/style8,JumpingElf.png[/img][/url]
Jural
Legend
Legend
Posts: 2112
Joined: Thu Apr 21, 2005 2:49 am

Post by Jural »

JumpingElf wrote:Idea! Don't use "Take Root" as a negatrait, use it as a skill
OK, but what advantage does it give? A rooted tree is in every way worse than an unrooted tree, right?

Reason: ''
JumpingElf
Veteran
Veteran
Posts: 186
Joined: Mon Aug 08, 2005 10:21 am
Location: Hamburg, Germany

Post by JumpingElf »

Jural wrote:
JumpingElf wrote:Idea! Don't use "Take Root" as a negatrait, use it as a skill
OK, but what advantage does it give? A rooted tree is in every way worse than an unrooted tree, right?
Ooops sorry ... I thought I read that he can't go down and he have to catch an injury to leave the field. Must be an older version of this skill ... :?:

Reason: ''
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/style8,JumpingElf.png[/img][/url]
atropabelladonna
Star Player
Star Player
Posts: 528
Joined: Tue Jan 04, 2005 5:03 pm
Location: Vancouver, Canada

Post by atropabelladonna »

In our league we gave them 2 apprentice chefs

0-2 5236 Dodge, stunty, Right Stuff, Stab, A cost 50K

A small boost. You can dodge in that box and try and stab the ball carrier. I hope he has AV7 or your going to get squished!

Reason: ''
Rimmer @ Thunderbowl
Thunderbowl Home Page www.thunderbowl.ca
Thunderbowl Data base www.thunderbowl.ca/tbsn

Atropabelladonna @ MBBL
Duke Jan
Legend
Legend
Posts: 2741
Joined: Sun Feb 22, 2004 5:58 pm
Location: Watching the great unclean armpits of a Beast Of Nurgle
Contact:

Post by Duke Jan »

atropabelladonna wrote:In our league we gave them 2 apprentice chefs

0-2 5236 Dodge, stunty, Right Stuff, Stab, A cost 50K

A small boost. You can dodge in that box and try and stab the ball carrier. I hope he has AV7 or your going to get squished!
That's a nice one actually.

Reason: ''
Image

Nuffle Sucks!
plasmoid
Legend
Legend
Posts: 5334
Joined: Sun May 05, 2002 8:55 am
Location: Copenhagen
Contact:

Post by plasmoid »

Heh. Good one Atropa.
I like that a lot better than the pieflinger.
I think that could be merged with the "blocker" quite well:

0-2 Fatfellow (or Glutton) 5327 dodge, stunty, right stuff, stab
That and 0-2 catchers would be neat.

As for my league, I've decided to go with ogres.
It's a rather big change, but actually, I did it among other things, so the wood elf team would remain pristine LRB5.
Also, I think that halflings need a big helping hand, and can really do a serious lot more on the pitch than the treemen.
Finally - I don't particularly like mixing Tolkien into my BB. So personally think that ogres is a far better fit fluffwise than Treemen/Ents.

Cheers
Martin

Reason: ''
Post Reply