Halloweenies! Undead Halfling Roster

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Cirrus the Blue
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Halloweenies! Undead Halfling Roster

Post by Cirrus the Blue »

To celebrate the new line of undead halflings from Rolljordan, I have been inspired by an old and rather outdated list a friend of mine found online from an old article on Fanatic and decided to revamp and rewrite it into what I feel is a balanced, colourful, and overall entertaining list. I'd enjoy hearing everyone's feedback! Think "Mini Necromantic". ;) Please keep any criticism and comments positive and constructive.

These are the figures I'll be using for my own team. http://www.rolljordan.com/store/hollowe ... eniesA.jpg http://www.impactminiatures.com/minis/b ... ecrow1.jpg http://www.impactminiatures.com/minis/b ... ecrow2.jpg http://www.reapermini.com/OnlineStore/p ... /03377_w_1 I'll be using the Pumpkin Golem as the Deeproot equivellant.

Halloweenies Roster

0-16 Skellings 30,000 4 2 2 5 Stunty, Right Stuff, Thick Skull, Regeneration A
0-16 Zomblings 30,000 3 2 2 6 Stunty, Right Stuff, Foul Appearance, Regeneration A
0-2 Wraithlings 60,000 5 2 3 6 Stunty, Right Stuff, Wrestle, Regeneration A
0-2 Oddlings 40,000 6 2 3 5 Stunty, Right Stuff, Dodge, Side Step A
0-2 Werepuppies 80,000 7 2 3 6 Stunty, Right Stuff, Frenzy, Claw, Regeneration GA
0-2 Stitchlings 50,000 3 3 2 7 Stunty, Right Stuff, Thick Skull, Regeneration G
0-2 Scarecrows 150,000 2 6 1 9 Mighty Blow, Really Stupid, Stand Firm, Thick Skull, Throw Team-Mate, Strong Arm, Regeneration, Decay, Disturbing Presence, Loner S

70,000 Gold Re-Rolls
Halfling Witch – 150,000 (Zap! Spell once per match)
Halfling Necromancer (May raise one Dead player with Stunty per match, same as normal Necromancers)

Star Players
Count Baconbiter von Chocula - Bloodling (Halloweenies, Vampires, Undead, Necromantic)
200,000 5 3 4 7 Stunty, Right Stuff, Block, Dodge, Regeneration, Hypnotic Gaze, Loner

Spot Talbain - Werepuppy (Halloweenies, Halflings, Necromantic, Norse, Vampire)
140,000 7 2 3 6 Stunty, Right Stuff, Claw, Frenzy, Dauntless, Dodge, Wrestle, Regeneration, Loner

Pharaoh Mootankhamun - Pickled Halfling (Halloweenies, Undead, Khemri, Necromantic)
180,000 3 4 1 8 Stunty, Right Stuff, Break Tackle, Guard, Regeneration, Loner

Herman Muncher - Stitchling (Halloweenies, Halflings, Necromantic)
160,000 4 3 2 7 Stunty, Right Stuff, Regeneration, Block, Mighty Blow, Thick Skull, Fan Favourite, Loner

Lurch - Deadwood Treeman (Halloweenies)
300,000 2 7 1 9 Stand Firm, Mighty Blow, Thick Skull, Throw Team-Mate, Strong Arm, Block, Foul Appearance, Disturbing Presence, Regeneration, Loner

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Post by kombat »

overall i think it looks like a fun team but i think the trees are too expensive considering they have 3 negatraits (Take root, Decay and Loner) and they have no strong arm for throwing the small ones either.

Considering normal trees now only have 1 negatrait (take root) and costs 30k less i would probably remove loner and take root from the deadwood treeman and he can keep his 150k pricetag (dead plants dont grow that well anyways.

Zomblings are really too crappy for 30k maybe give them an extra flavor skill foul apperance (since they lack dodge they need something to increase their chance of staying on the field)

otherwise it loosk funny :)

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Cirrus the Blue
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Post by Cirrus the Blue »

kombat wrote:overall i think it looks like a fun team but i think the trees are too expensive considering they have 3 negatraits (Take root, Decay and Loner) and they have no strong arm for throwing the small ones either.

Considering normal trees now only have 1 negatrait (take root) and costs 30k less i would probably remove loner and take root from the deadwood treeman and he can keep his 150k pricetag (dead plants dont grow that well anyways.

Zomblings are really too crappy for 30k maybe give them an extra flavor skill foul apperance (since they lack dodge they need something to increase their chance of staying on the field)

otherwise it loosk funny :)
D'oh! I completely forgot to add Strong Arm! Trust me, I thought I did. lol (fixed) But, the big reason why I feel they're still worth 150k is that Regeneration on a ST6, howveer flimsy with Decay and AV9, is still gigantic. ;) They're old, dead, crumbling, soft wood is my reasoning behind it, and the team's pretty powerful as it is. Moreso a trade-off compared with ordinary Halflings in the fact they're strong and have the player performance, but they don't have the inducements that the Halflings do. ;) That's a pretty good idea though about taking away Take Root and Loner, but I'll still think about keeping Loner due to the fact they're just that much slower in the head due to the fact they're essentially dead compared to their 'fresher' counterparts. ;)

And I'm totally giving Foul Appearance to the Zomblings! :D Thanks a lot for the comments! :)

- Cirrus

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Post by voyagers_uk »

I would tack Disturbing Presence on the trees too - no price rise.

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Post by Cirrus the Blue »

voyagers_uk wrote:I would tack Disturbing Presence on the trees too - no price rise.
That's another pretty good idea, but this team certainly could use some playtesting. :P lol Also, I don't want it to get too strong, or much stronger than normal Halflings at all, but moreso serve as just a fun and flavorful alternative to the norm with their own perks and downsides. :) After all, there still has to be a reason to choose normal Halflings, too. ;)

I'll give losing Take Root and Disturbing Presence both more serious consideration. I can still see Take Root being fluffy though (as well as game balancing) even if they won't really be planting themselves in the field so much as just outright falling asleep. Mobile ST6, even at MA2, is pretty powerful and I still feel that Take Root is an important trait to keep this team on a leash. That being said, Really Stupid might be a viable alternative to consider. I could see Disturbing Presence as with their natural misty death aura or something perhaps? Perhaps a murderous 'murder' of crows? hmm

At 150,000 Gold, they really should be as effective as the Minotaur and Rat Ogre. I feel that with the sudden mobility of Really Stupid above Take Root and the fact that they can Regenerate (even if they're still crumbly), along with the Disturbing Presence to hinder a throwing game with the other teams, even with the inclusion of Loner, that this could work rather well without getting out of control.

Changes have been made!

Any extra feedback is more than welcome! :D

- Cirrus

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Post by Cirrus the Blue »

Made 1 more addition.

0-16 Skellings 30,000 4 2 2 5 Stunty, Right Stuff, Thick Skull, Regeneration A

Updated OP.

- Cirrus

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Re: Halloweenies! Undead Halfling Roster

Post by Cybertroll »

You can believe that or not: I wrote exactly the same thing a week ago, starting from halflings team for 4.0 edition... (and mine are surprisingly - or not? - really similar to yours)...
However, I make them less powerful than yours and change more from 4.0 list, taking the normal Undead roster as starting point (and using a 6-3-3-7 profile as "standard men", to build different role from a "standard halfling"...

I think mine it's a fun team, with little (or no) chance to win a game... but they're Halfling, no?
P.S: I steal some of your names, 'cause my roster isn't in English :D
Here it is:

MINIDEATH
0-16 Zomblings 20.000 3 2 1 7 Stunty, Regeneration A
0-16 Skellings 20.000 4 2 2 6 Stunty, Regeneration, Thick skull A
0-4 Mad Halfling30.000 5 2 3 6 Stunty, Dodge, Right stuff A
0-1 Werelings 70.000 7 2 3 6 Wild animal, Claw, Frenzy, Stunty, Regeneration, Dodge A
0-1 Mummlings 50.000 2 4 1 8 Stunty, Regeneration, Really Stupid G
0-1 Phantlings 60.000 5 2 3 6 Block, Stunty, Regeneration, Dodge, Bone-head G
0-1 Vampyr 70.000 5 3 4 7 Stunty, Regeneration, Blood lust, Hypnotic gaze, Dodge G
0-1 Deadwood 120.000 1 6 1 9 Strong arm, Mighty blow, Stand firm, Throw team-mate, Take root, Thick skull, Regenerate, Loner S

- RR= 70K. Undead rules for Necromancer (but create new players froma a deceased Stunty).
- No Halfling special price for Inducements (hot pot as normal) and no Star Players (I still have to choice from star players in book whom are right for undead halfling - i don't like to create new star player: to difficult to be tested)
- Vampyr could sucks Mad Halfling (only)

Some things could seems odd:
- I take roster choises as for Undead team (quite similar)
- I removed Right Stuff from any undead: they don't like to be throwed around the field.
- I gave to any choise 0-1 a negatrait: I feared that Stunty+Dodge+more starting ability could give some "Win a game" combo.
- I haven't got a list of Star Players, but I want to try using Star Players in manual without creating new one.
- As you, I gave negatrait to Deadwood because it get Regeneration
- Prices are quite uncertain... I'm not sure they are good. If you have suggestion, I'll be very grateful.
- No player got a double choise of ability witha a normal roll.
- For any position that make sense having a Strenght abilities, I gave General. No Halfling could hope to take Strenght at all.
- In my intention, this roster could be played in 6.0 (if rules changes as we know today)
- I rewrote also the other special halfling team: agricolture, kitchen and thief. Some interested?)


A final question: have you tested your roster? I know that the 4.0 version was quite powerful... I prefer something quite useless, but funny.

Thanks, bye. ;)

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Cirrus the Blue
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Re: Halloweenies! Undead Halfling Roster

Post by Cirrus the Blue »

Actually, we're in the process of playtesting the team so far. :) I'm hoping to be able to use it next season in the league we've got going on.

Anyway, as for the way I wrote up my own list, I wanted it to be able to be actively competitive as with ordinary Halflings being quite competitive if coached properly. In fact, a few years ago we had a coach in our league who dominated the season in 1st place out of 25 experienced coaches! Besides, every team should have the opportunity to win a game. :) I felt these shouldn't be any different in that regard, so I beefed up a few of their players and perks such as with the Witch and Regeneration, for example. It reflects in their cost pretty well, too. :)

I was aiming for upper Tier 3 closer to Vampires in terms of effectiveness, but not that good, still, because they're still Halflings. ;) Just more offensively powerful than the basic Halflings. Halflings have a lot of defensive power with their inducements, Chef, etc. Think Dark Elves in comparison to High Elves.

The big reason why I kept Right Stuff is that even though they're undead, they're still Halflings and I have a hard time wrapping my head around the fact that a Halfling somehow can't be picked up and thrown to go where he needs to be. ;) It's not as though they're going to be landing a whole ton anyway though, but it compensates for their painfully slow movement. Also I didn't want to limit the positionals too much for 2 reasons - 1. 'cause they need more than 0-1 to have a hope, but 0-2 is enough, and 2. because there's figures for two instead of 1. lol Anyway, I could get very deep into all of the reasons why I wrote everything the way that I did, but I'll save that for another post. ;)

- Cirrus

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Re: Halloweenies! Undead Halfling Roster

Post by Cirrus the Blue »

Final change - Werepuppies increased to 80,000 and given MA7.

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Re: Halloweenies! Undead Halfling Roster

Post by Ullis »

Cirrus the Blue wrote:Final change - Werepuppies increased to 80,000 and given MA7.
Was ST2 and Frenzy overpowered? :)

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Re: Halloweenies! Undead Halfling Roster

Post by Cirrus the Blue »

Ullis wrote:
Cirrus the Blue wrote:Final change - Werepuppies increased to 80,000 and given MA7.
Was ST2 and Frenzy overpowered? :)
lol Hardly. ;) ST3 Frenzy is dangerous enough let alone needing that much assistance to make Frenzy work properly on ST2, but that's why they have General access 'cause first of all, they NEED the skills to keep from killing themselves during a Block/Blitz, but also they're miniature werewolves and we all know how capable regular sized werewolves are, right? I can easily see one of those little guys leaping up to the jugular and slashing their tiny little claws to the face, so to me it makes perfect sense.

But they did desperately need the extra pip of movement, and the extra 10,000 to compensate their cost doesn't really screw things up on the roster so much as just make it a little more balanced on both ends. Besides, everyone else on the list is only at -1MA to their taller counterparts just like Halflings are to Human Linemen (MA6 to MA5), so I don't feel the werepuppies should be the only exception at that rate. :) Not only that, there's ONLY 2 of them, they're massively expensive, and they're only 1 more MA than a basic Gobbo, and given the mobility (or lack thereof) of the rest of the team, I'm not worried at all that MA7 will become an overpowered problem by any stretch. :P

- Cirrus

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Re: Halloweenies! Undead Halfling Roster

Post by Ullis »

I actually thought that they were MA8 to begin with as I couldn't see the old roster any more. The idea of small furry werewolves tearing orcs and dwarfs apart is pretty neat and brings a smile to my face.

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Re: Halloweenies! Undead Halfling Roster

Post by Cirrus the Blue »

Ullis wrote:I actually thought that they were MA8 to begin with as I couldn't see the old roster any more. The idea of small furry werewolves tearing orcs and dwarfs apart is pretty neat and brings a smile to my face.
OHHHH!!! I get how you mean now. lol Yeah, they were MA6, 70,000. ;)

And I'll completely agree on the whole ST2 tiny puppies clawing through AV9 is rather an entertaining thought.

- Cirrus

P.S. One more change 'cause I forgot to when I changed the Werepuppies now that his effectiveness after the movement increase had taken a hit for 120,000. Spot Talbain gains Dodge and Wrestle and is increased to 140,000.

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