***COMPETITION*** - Design a new team for the MBBL2

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

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Andromidius
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Post by Andromidius »

Chaos Mortals Team

Hailing from the barren wastes of the far north, the hordes of Chaos fall upon the weak kingdoms of the Old World. Fortunately for them, this time it's not an invasion but a legion of Blood Bowl fans following their favourite champions - though the destruction will be no less devastating!

0-16 Chaos Marauder 50k 6/3/3/8 GP/ASM
0-4 Chaos Mutants 60k 6/3/3/8 Foul Appearence, Disturbing Presence, Thick Skull GSM/AP
0-4 Chaos Warriors 110k 5/4/3/9 Juggernaut GSM/AP
0-1 Chaos Ogre 120k 5/5/2/9 Loner, Bone 'ead, Mighty Blow, Thick Skull SM/GAP

Basically a mash between the Chaos Pact and Chaos teams, with slight alternations (Marauders losing SM access, Warriors getting Juggernaut), and adding Chaos Mutants (to give some flavour to the team) and a Chaos Ogre (what most people seem to agree the Chaos Team really needs instead of the Minotaur...).

I'm somewhat concerned that it may completely overshadow the Chaos team itself though. I see this team being alot better down the road (though Marauders not having easy access to strength or mutation skills makes them less of a 'bash' team).

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Post by voyagers_uk »

why have the 0-16 linemen all got access to Passing skills?

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Post by katadder »

probably because marauders do in the chaos pact team, although they also have access to strength and mutations there as well.

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Post by Andromidius »

Aye, Marauders are a 'blank canvas' player for the Chaos Pact. With the Mortals team I wanted to tone down the power a little (since the Pact team lacks Chaos Warriors, the Marauders need to be bashy - you can't really rely on the Big Guys).

Plus losing easy mutation access makes the Mutants actually worthwhile (and I can imagine the Marauders don't have the 'favour' of the Chaos Gods yet, so are less likely to be 'blessed').

And it just makes them a bit different.

~Andromidius

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Post by Jural »

Chaos Daemon Team-

0-4 Horrors 6 2 4 7 Animosity, Leap, Regenerate PM/GAS
0-4 Bloodletters 4 4 2 9 Animosity, Frenzy, Juggernaut, SM/GAP
0-4 Daemonettes 7 3 3 7 Animosity, Frenzy, Piling On AM/GSP
0-4 Nurgle guy- 3 3 2 9 Animosity, Regeneration, Thick Skull, Stand Firm GM/SAP

Re-rolls- 70k

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Post by Darkson »

There's already rules for daemons, specifically Khorne, Nurgle, Slaanesh and Tzeentch, so having a team with different stat lines won't fly.

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Post by Andromidius »

Stunty's Revenge

Sometimes the jokes finally get to them. After all the times they've been told they are worthless, the comments about all they can do is use illegal weaponry and hire big stupid guys to do the fighting for them has broken through the normally thick skin of these height-defiecient players. Get ready for the stunties to start fighting back!

0-16 Halflings 30k 5/2/3/6 Dodge, Stunty A/GSP
0-16 Goblins 40k 6/2/3/7 Dodge, Stunty A/GSP
0-4 Snotlings 20k 5/1/3/5 Dodge, Side Step, Stunty, Titchy A/GSP
0-2 Halfling Runner 60k 5/2/3/6 Dodge, Sure Feet, Sprint, Sure Hands, Stunty A/GSP
0-2 Halfling Berzerker 60k 5/2/3/6 Dodge, Frenzy, Wrestle, Thick Skull, Stunty G/ASP
0-2 Goblin Bully 60k 6/2/3/7 Dodge, Diving Tackle, Dirty Player, Stunty G/ASP

60k Rerolls, 50k Bribes, 100k Chefs, may not induce Big Guys or Secret Weapons

-------------------------

The team that's destined to die a glorious death! I decided to avoid Animosity in this case due to the team being rubbish already (and stunties need to band together!).

Main problem is actually spending all that starting money. But this team will always have a huge amount of inducement. Not that they can really spend much of that either.

Edit: Yeah, typo on the Gobbo's armour. Fixed.

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katadder
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Post by katadder »

goblins are normally armour 7.

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Post by Diabl0658 »

Mechanoids

Assembler 5 3 3 8 Thick Skull G/APS 50k 0-16
Quantum Engine 6 3 3 9 Thick Skull, Throw Team Mate, Always Hungry GSP/A 80k 0-2
Wheeler 6 4 3 8 Thick Skull, Juggernaut, Right Stuff GS/AP 110k 0-2
Brawler 7 3 3 9 Thick Skull, Block, Right Stuff GS/AP 110k 0-2
Finder 7 3 3 7 Stunty, Dodge, Right Stuff A/GPS 90k 0-2
Guardian 4 5 1 10 Thick Skull, Big Guy, Mighty Blow, Stand Firm, Bone Head S/GAP 130k 0-1

60k Rerolls, maybe 70k
Apothecary available
Can purchase a poisoned dagger or chainsaw

Racial spell is Energy Discharge
Range: Opponent player adjacent to caster
Description: Make an injury roll for the target player.
Failure: Make an injury roll for the caster. This is a turnover.
Difficulty: +2

EDIT: I removed G access for the finders (G access on a str3 stunty? MADNESS!) and increased the cost of the guardian as he is basically a better treeman.

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Post by Jural »

Darkson wrote:There's already rules for daemons, specifically Khorne, Nurgle, Slaanesh and Tzeentch, so having a team with different stat lines won't fly.
Yes, I'd have to agree... And a team full of those daemons would be over the top. I'm really surprised by the horrors, they must have been represented much differently in previous WHFB and WH40K sourcebooks!

It's too bad though... I really had a great idea for stability rules!

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Post by Diabl0658 »

BTW, the "nurgle guys" are called plague bearers

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Post by Darkson »

Jural wrote:And a team full of those daemons would be over the top. I'm really surprised by the horrors, they must have been represented much differently in previous WHFB and WH40K sourcebooks!
Going off topic, but they really ruined the fluff for the horrors a couple of WFB editions ago, and 40K followed suit.

Damn - I miss the Realms of Chaos days. :(

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Post by SillySod »

Darkson wrote:
Jural wrote:And a team full of those daemons would be over the top. I'm really surprised by the horrors, they must have been represented much differently in previous WHFB and WH40K sourcebooks!
Going off topic, but they really ruined the fluff for the horrors a couple of WFB editions ago, and 40K followed suit.

Damn - I miss the Realms of Chaos days. :(
They made the fluff for horrors remotely sensible. Sorry, but it had to be said ;)

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Post by Andromidius »

Black Orcs

Sometimes, while watching the blitzers rule the game and get all the cheers, Black Orcs decide enough is enough. THEY are the biggest and best, therefore they should get the fame!

0-16 Black Orc 80k 4/4/2/9 GS/AP
0-2 Black Orc Thrower 100k 5/4/2/9 Sure Hands, Strong Arm GSP/A
0-4 Black Orc Blitzer 120k 5/4/2/9 Break Tackle, Mighty Blow GS/AP

Rerolls: 70k

-------------------

A stupid concept I know. But the prospect of 11 S4 players slowly charging down the table is quite appealing.

And I must confess I'm quite pleased with the Thrower and Blitzer choices - it focuses on their brutal strength rather then any semplence of skill that 'lesser' Orcs possess!

Also, it's completely impossible for the team to start off with a 'maxed' roster like normal Orcs. 11 Black Orcs alone are 880k. So a team could start off with 2 Blitzers, 2 Throwers and 7 Black Orcs for 1 million...but have no rerolls at all!

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Post by Darkson »

SillySod wrote:They made the fluff for horrors remotely sensible. Sorry, but it had to be said ;)
Since when was Chaos meant to be sensible?
I had a (Warhammer) Champion of Chaos that turned into a riding beast, and needed a rider to fire his built in havey bolter.
Much better than the poor "fair" rules chaos uses nowadays.

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