How many Hobgoblins will I need in a league?
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Or if you're a modeling freak, you can get extra Dwarfs and model them. Paint them up but don't number them, or give them numbers not found on your team roster (whichever infuriates your league-mates least). In that case, I'd say you should be looking at Claw and Prehensile Tail as the big CD mutations.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- Star Player
- Posts: 588
- Joined: Thu Feb 28, 2008 11:10 pm
-
- Legend
- Posts: 2073
- Joined: Wed Nov 15, 2006 2:41 pm
- Location: Glasgow
Bulls don't have access to mutations.Andromidius wrote: And possibly Big Hand on a Bull Centaur that already has Sure Hands and Break Tackle. Or Extra Arms.
Reason: It would make them too powerful.
Fluff reason: They are already in the chosen form of Hashut.
Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
-
- Super Star
- Posts: 824
- Joined: Wed Jul 06, 2005 5:35 pm
- Location: Gatineau, Quebec, Canada
Some of the guys here are using very small rare earth magnets to model mutations (Impact! and other shops sell them). Heads, arms and tails (if applicable) are cut, and a small rare earth magnets are inserted on both sides (i.e. the arm socket and the arm, the neck and the head, etc ...). Then the mutations are built as bits with a magnet in them. If a player gains two heads, remove the magnetized head and add-on the magnetized two heads. Same with arms with claws, and an arm can become a tentacle. Put a magnet on their butts for prehensile tail.Andromidius wrote:Don't model anything onto them, but keep a bits box with potential parts. And don't be afraid to get converting, even if the model is 'fully painted'.
It's much more fun having mutations on the field that people can actually see.
~Andromidius
So you don't need to redo mutations and stuff everytime you gain a mutation or you restart the team. All mutating players are ready to mutate. Great fun to play with and against. And re-usable.
Reason: ''
Cramy
- DoubleSkulls
- Da Admin
- Posts: 8219
- Joined: Wed May 08, 2002 12:55 pm
- Location: Back in the UK
- Contact:
Normally the way I approach team composition is to try and work out the "ultimate" and the "minimal" team compositions and see what numbers I get there.
As such I'd say the ideal number to have from a modelling perspective was 7 since that should cover all your realistic options (a maxed out positionals 16). If you want one of those could double as Rashnak Backstabber.
My wood elf team has 10 linemen for just the reason I might want to start with 10 linemen and 1 positional.
As such I'd say the ideal number to have from a modelling perspective was 7 since that should cover all your realistic options (a maxed out positionals 16). If you want one of those could double as Rashnak Backstabber.
My wood elf team has 10 linemen for just the reason I might want to start with 10 linemen and 1 positional.
Reason: ''
Ian 'Double Skulls' Williams
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
A hidden advantage to AV7. With Orcs, you usually have to scrap a perfectly good player if you start off without your optimal roster.ianwilliams wrote:Normally the way I approach team composition is to try and work out the "ultimate" and the "minimal" team compositions and see what numbers I get there.
As such I'd say the ideal number to have from a modelling perspective was 7 since that should cover all your realistic options (a maxed out positionals 16). If you want one of those could double as Rashnak Backstabber.
My wood elf team has 10 linemen for just the reason I might want to start with 10 linemen and 1 positional.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- Star Player
- Posts: 588
- Joined: Thu Feb 28, 2008 11:10 pm
Opps.PubBowler wrote: Bulls don't have access to mutations.
Claw will probably be the best of the options then. Unless you want to try something different and have Two Heads for a 'blitzer', or Extra Arms for a 'runner'. Though converting these would be rather tricky. And not especially effective on the pitch, since Dwarves just aren't suited to either role.
~Andromidius
Reason: ''