Arr. Shiver me Timbers. (Brainstorming a Pirate team)
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Arr. Shiver me Timbers. (Brainstorming a Pirate team)
I have been listening to some Alestorm lately.
I also play Privateer press games.
We all know Pirates are better than Ninjas.
So of course I have the urge to put a Pirate team together...but none of the rosters quite do it for me.
So...lets throw a few ideas around and see if we can come up with something vaguely playable. Not aiming to get it made any more official than any of the 60 or so alternative and utterly non-official rosters that the MBBL2 has.
My first attempt (written while sat on the porcelain throne):
The team concept is of growth: Linemen who can grow into the next position and then a "top" positional. The obvious match is the Pro skill.
So I came up with this:
0-16 Swabs 6/3/3/7 (GS/PA) 40k
0-4 Sea Dogs 6/3/3/8 Wrestle, Pro (GS/PA) 70k
0-2 Mates 6/3/3/9 Block, Wrestle, Pro (GS/PA) 100k
0-2 Swashbucklers 7/3/3/7 Fend, Sidestep (GA/SP) 70k
0-1 Ogre (As usual)
Rerolls 70k
Note that this is possibly crap, possibly broken, possibly just crap...but it's only really intended as a starting point for the discussion.
Note the Swashbucklers don't fit with the theme I mentioned, but the roster wouldn't be complete without an Errol Flynn type position...a guy who is a bit special.
Wrestle? well, why not....like I said...start point.
I also play Privateer press games.
We all know Pirates are better than Ninjas.
So of course I have the urge to put a Pirate team together...but none of the rosters quite do it for me.
So...lets throw a few ideas around and see if we can come up with something vaguely playable. Not aiming to get it made any more official than any of the 60 or so alternative and utterly non-official rosters that the MBBL2 has.
My first attempt (written while sat on the porcelain throne):
The team concept is of growth: Linemen who can grow into the next position and then a "top" positional. The obvious match is the Pro skill.
So I came up with this:
0-16 Swabs 6/3/3/7 (GS/PA) 40k
0-4 Sea Dogs 6/3/3/8 Wrestle, Pro (GS/PA) 70k
0-2 Mates 6/3/3/9 Block, Wrestle, Pro (GS/PA) 100k
0-2 Swashbucklers 7/3/3/7 Fend, Sidestep (GA/SP) 70k
0-1 Ogre (As usual)
Rerolls 70k
Note that this is possibly crap, possibly broken, possibly just crap...but it's only really intended as a starting point for the discussion.
Note the Swashbucklers don't fit with the theme I mentioned, but the roster wouldn't be complete without an Errol Flynn type position...a guy who is a bit special.
Wrestle? well, why not....like I said...start point.
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I see pirates as more a finesse-type team with great luck. Therefore, I propose the following changes:
0-16 Swabs 6/3/3/7 (GS/PA) 40k
0-4 Sea Dogs 6/3/3/8 Wrestle, Pro (GS/PA) 70k
0-2 Mates 6/3/3/8 Standfirm, Wrestle, Pro (GS/PA) 100k
0-2 Swashbucklers 7/3/4/7 Fend, Sidestep (GA/SP) 100k
0-1 Kraken/Giant Octopus (AKA Beast of Nurgle) 140k
Rerolls 60k
thoughts?
0-16 Swabs 6/3/3/7 (GS/PA) 40k
0-4 Sea Dogs 6/3/3/8 Wrestle, Pro (GS/PA) 70k
0-2 Mates 6/3/3/8 Standfirm, Wrestle, Pro (GS/PA) 100k
0-2 Swashbucklers 7/3/4/7 Fend, Sidestep (GA/SP) 100k
0-1 Kraken/Giant Octopus (AKA Beast of Nurgle) 140k
Rerolls 60k
thoughts?
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Pro doesn't smell too piratey for me. Also I fear 40k linemen with GS access are a tad overpowered? Could a team built around fend work as a piraty team (as per fencing/swordfighting of the pirate age)? Although I must admit I really think there are enough human teams as such.
Team #1 is way more balanced than team #2. I like the idea of kraken (BoN) over an ogre though. Ag4 in a human team doesn't seem piratey at all to me.
Maybe something like this would be better:
0-16 Swabs 6/3/3/7 (G/SAP) Fend 50k ("Amazonian" linemen)
0-4 Sea Dogs 6/3/3/8 (GS/AP) Wrestle/Fend 70k (May be overpowered)
0-2 Mates 6/3/3/9 Block, Fend (GS/PA) 90k (Needs to lose MA or AV, no more orc blitzers please)
0-2 Swashbucklers 7/3/3/7 Fend, Sidestep (GA/SP) 80k (Norse runner stats + 2 useful, but not killer skills)
0-1 Kraken (Beast of Nurgle stats) 140k
Edit: Would mates built around 6 4 2 8 ulfwerener statline be more fitting..? You'd need something to compensate for that AV7 on the linoes.
Team #1 is way more balanced than team #2. I like the idea of kraken (BoN) over an ogre though. Ag4 in a human team doesn't seem piratey at all to me.
Maybe something like this would be better:
0-16 Swabs 6/3/3/7 (G/SAP) Fend 50k ("Amazonian" linemen)
0-4 Sea Dogs 6/3/3/8 (GS/AP) Wrestle/Fend 70k (May be overpowered)
0-2 Mates 6/3/3/9 Block, Fend (GS/PA) 90k (Needs to lose MA or AV, no more orc blitzers please)
0-2 Swashbucklers 7/3/3/7 Fend, Sidestep (GA/SP) 80k (Norse runner stats + 2 useful, but not killer skills)
0-1 Kraken (Beast of Nurgle stats) 140k
Edit: Would mates built around 6 4 2 8 ulfwerener statline be more fitting..? You'd need something to compensate for that AV7 on the linoes.
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Some other skills to consider:
Sure feet or Standfirm to represent sea legs?
Sure feet or Standfirm to represent sea legs?
- Sure Feet or Standfirm to represent sea legs?
- Leap from jumping to assault other ships?
- Sneaky Git since pirates don't play fair?
- Strong Arm from rowing?
- Claw for the captain for the hooked hand?
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I don't really see how the general S access bit fits-I'd rather the Swabs get A access really, would fit more imo.
I'd also probably combine the Sea Dogs and Mates into one 0-4 6338 GAS/P positional, Block and Pro for 90k.
Then
0-2 Swashbucklers 7/3/4/7 Fend, Dodge, Sidestep (GA/SP) 110k. Almost as good as Wardancers...
Not quite sure how a sea creature would play bloodbowl either, but could maybe have a monkey positional-like faster Snotlings, or possibly a big ape positional-Really Stupid MA6 Ogre?
I'd also probably combine the Sea Dogs and Mates into one 0-4 6338 GAS/P positional, Block and Pro for 90k.
Then
0-2 Swashbucklers 7/3/4/7 Fend, Dodge, Sidestep (GA/SP) 110k. Almost as good as Wardancers...
Not quite sure how a sea creature would play bloodbowl either, but could maybe have a monkey positional-like faster Snotlings, or possibly a big ape positional-Really Stupid MA6 Ogre?
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The same way a tree does.Aliboon wrote:Not quite sure how a sea creature would play bloodbowl either

Did not notice that they had S access on a normal roll. I agree, that should go away.Carnis wrote:Pro doesn't smell too piratey for me. Also I fear 40k linemen with GS access are a tad overpowered?
I was thinking that the position was like a Capt. Jack Sparrow type where you could see him having AG 4. That is the only reason I gave it to only him.Carnis wrote:Ag4 in a human team doesn't seem piratey at all to me.
Agreed, I think they should lose the AV.Carnis wrote:Needs to lose MA or AV, no more orc blitzers please
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Hmm, off hand, the linemen should be GA or G only... maybe GP if someone can justify it. GS doesn't seem piratey to me.
I don't like the idea of Pro on the Sea Dogs or Mates, it strikes me as a disciplined skill for career blood bowlers, perhaps appropriate for a dwarf or normal human, but not for a rag tag group of pirates (historically, they were sometimes quie disciplined of course... but not in fantasy!) I like Sure Feet, Stand Firm, or Side Step on those pieces.
Armor should be limited, I think.
Swashbuckler is great as is, in my book. Maybe add stab? But no need for it.
I don't like the idea of Pro on the Sea Dogs or Mates, it strikes me as a disciplined skill for career blood bowlers, perhaps appropriate for a dwarf or normal human, but not for a rag tag group of pirates (historically, they were sometimes quie disciplined of course... but not in fantasy!) I like Sure Feet, Stand Firm, or Side Step on those pieces.
Armor should be limited, I think.
Swashbuckler is great as is, in my book. Maybe add stab? But no need for it.
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Re: Arr. Shiver me Timbers. (Brainstorming a Pirate team)
Just a bit of thread necromancy here. Our league needs pirates and have found the following roster on a french blood bowl site:
0-16 Swabs 6/3/3/7 (G/SAP) Sidestep 50k
0-4 Pirate 6/3/3/8 (GS/AP) Block, Sidestep 100k
0-1 Captain 6/3/3/8 (GS/PA) Block, Sidestep, Dauntless 110k
0-1 Cannoneer 6/3/3/8 (GP/SA) Bomber, Sidestep, Secret Weapon 90k
0-2 Monkeys 7/1/4/7 Dodge, Sidestep, Stunty (A/GSP) 50k
rerolls: 60k
I have added two changes from the original roster, increased the monkey price by 10k and added P access and Secret Weapon to the cannoneer. We also thought of giving them a special inducement, somewhat resembling the halfling chef, just stealing the opponents winnings instead. Maybe works on a 2+ for 150k. What do you think?
0-16 Swabs 6/3/3/7 (G/SAP) Sidestep 50k
0-4 Pirate 6/3/3/8 (GS/AP) Block, Sidestep 100k
0-1 Captain 6/3/3/8 (GS/PA) Block, Sidestep, Dauntless 110k
0-1 Cannoneer 6/3/3/8 (GP/SA) Bomber, Sidestep, Secret Weapon 90k
0-2 Monkeys 7/1/4/7 Dodge, Sidestep, Stunty (A/GSP) 50k
rerolls: 60k
I have added two changes from the original roster, increased the monkey price by 10k and added P access and Secret Weapon to the cannoneer. We also thought of giving them a special inducement, somewhat resembling the halfling chef, just stealing the opponents winnings instead. Maybe works on a 2+ for 150k. What do you think?
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Re: Arr. Shiver me Timbers. (Brainstorming a Pirate team)
Given the original roster, your fixes seem appropriate (except for the bomber, whose price should be reduced), but it's not enough to make a good Pirate roster IMO.dines wrote:Just a bit of thread necromancy here. Our league needs pirates and have found the following roster on a french blood bowl site:
0-16 Swabs 6/3/3/7 (G/SAP) Sidestep 50k
0-4 Pirate 6/3/3/8 (GS/AP) Block, Sidestep 100k
0-1 Captain 6/3/3/8 (GS/PA) Block, Sidestep, Dauntless 110k
0-1 Cannoneer 6/3/3/8 (GP/SA) Bomber, Sidestep, Secret Weapon 90k
0-2 Monkeys 7/1/4/7 Dodge, Sidestep, Stunty (A/GSP) 50k
rerolls: 60k
I have added two changes from the original roster, increased the monkey price by 10k and added P access and Secret Weapon to the cannoneer. We also thought of giving them a special inducement, somewhat resembling the halfling chef, just stealing the opponents winnings instead. Maybe works on a 2+ for 150k. What do you think?
Indeed, i still have 4 major griefs against this roster :
1) average AV is too high
2) too much Block
3) Pirates with S skills (instead of A skills) sounds like a nonsense (Pirates are raider, they strike fast, attack weak target, and flee if they encounter strong opposition).
4) Monkeys are still too good, and shouldn't have such a front-seat role in the team (currently the only player with A skills acces

So, here are some ideas to change the roster :
a) Monkey : should have Titchy and a lower AV, also i'd limit him to 0-1 and would give him Animosity (adjust price if necessary).
b) Pirates should be reworked, and maybe split into different types; for example :
_ (Buccaneer ?) : 6 3 3 7 (GA/SP) : Dodge, Side Step / 80 k
_ (Filibuster ?): 7 3 3 7 (GA/SP) : Side Step / 70 k (options : add Block/Wrestle for +20 k, or Fend for +10 k)
_ (Mates or ex-convict ?) : still unsure of exact profile, he should be slower than his teammates, have Block as a starting skill, and GS skills ...
c) Captain : reduce AV for -10 k and give him GASP skills ; depending on how you changed Pirates, you may change him accordingly... (but you can also consider he is the coach, and remove him from the roster)
d) Bomber : reduce AV, drop his price, consider giving him Accurate
e) Swab : if necessary, rename them Pirates ; giving them A skills access is also an option.
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Re: Arr. Shiver me Timbers. (Brainstorming a Pirate team)
Swashbuckler : 7,3,4,7. Dirty player,block, leap. 110k. 0-2. GA- SP
I was thinking fluff wise, block to represent the parying swordplay and leap for jack sparrow esq flippy action.
Cannon: 5,7,1,10 mighty blow, dirty player, break tackle, secret weapon.
S-GA 160k
This would be a guy pushing around a cannon and using it at point blank range on very unlucky opponents. It kinda like the deathroller.
Captain 0-1. 6,4,4,8. block, dirtyplayer, leader. G,A -P,S 160k
First mate 0-1. 6,4,2,8. Block,dirty player. GA-PS. 100k
Scallywags 0-2. 5,3,2,8. Block, dauntless. GA-PS 90k
Gally rats(skaven) 0-16. 7,3,3,7. GA-SP. 60k
Just throwing concepts at you this isn't very well thought through so feel free to tear these guys to shreds
I was thinking fluff wise, block to represent the parying swordplay and leap for jack sparrow esq flippy action.
Cannon: 5,7,1,10 mighty blow, dirty player, break tackle, secret weapon.
S-GA 160k
This would be a guy pushing around a cannon and using it at point blank range on very unlucky opponents. It kinda like the deathroller.
Captain 0-1. 6,4,4,8. block, dirtyplayer, leader. G,A -P,S 160k
First mate 0-1. 6,4,2,8. Block,dirty player. GA-PS. 100k
Scallywags 0-2. 5,3,2,8. Block, dauntless. GA-PS 90k
Gally rats(skaven) 0-16. 7,3,3,7. GA-SP. 60k
Just throwing concepts at you this isn't very well thought through so feel free to tear these guys to shreds

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Re: Arr. Shiver me Timbers. (Brainstorming a Pirate team)
There are a lot of good ideas here. This is my take on a pirate team:
0-16 Bilge Rats 6/3/3/7 Sneaky Git GA 50k
0-2 Hornswagglers 6/3/3/7 Fend, Dirty Player GP 70k
0-2 Old Salts 6/3/3/8 Fend, Block GS 100k
0-2 Mates 7/3/3/7 Fend, Block or Sure Feet, Stab GAS 120k
0-1 Monkey 5/1/3/5 Loner, Dodge, Leap, Right Stuff, Side Step, Stunty, Titchy, Very Long Legs 50k
0-1 Brute (Ogre) 5/5/2/9, Loner, Bonehead, Mighty Blow, Thick Skull, Throw Teammate
I kept the armor mostly 7 because Pirates don't wear armor.
*Bilge Rats: They are the lowest of the low so only have Sneaky Git. They are somewhat adept at staying out of the way of others so have A access.
*Hornswagglers: The braggarts who have learned a trick or two so have Fend. Also, they don't sneak around to backstab you they do it to your face with Dirty Player.
*Old Salts: Are seasoned pirates who know how to defend themselves and dish out punishment, too.
*Mates are the right hand men of the captain. I gave them Stab for fluff and GAS for development. Am torn between Block durability and Sure Feet for fluff.
*Monkey: Every crew has to have one. I think the skills are a good representation.
*Brute: There is one big, dumb, crewmember on every ship.
0-16 Bilge Rats 6/3/3/7 Sneaky Git GA 50k
0-2 Hornswagglers 6/3/3/7 Fend, Dirty Player GP 70k
0-2 Old Salts 6/3/3/8 Fend, Block GS 100k
0-2 Mates 7/3/3/7 Fend, Block or Sure Feet, Stab GAS 120k
0-1 Monkey 5/1/3/5 Loner, Dodge, Leap, Right Stuff, Side Step, Stunty, Titchy, Very Long Legs 50k
0-1 Brute (Ogre) 5/5/2/9, Loner, Bonehead, Mighty Blow, Thick Skull, Throw Teammate
I kept the armor mostly 7 because Pirates don't wear armor.
*Bilge Rats: They are the lowest of the low so only have Sneaky Git. They are somewhat adept at staying out of the way of others so have A access.
*Hornswagglers: The braggarts who have learned a trick or two so have Fend. Also, they don't sneak around to backstab you they do it to your face with Dirty Player.
*Old Salts: Are seasoned pirates who know how to defend themselves and dish out punishment, too.
*Mates are the right hand men of the captain. I gave them Stab for fluff and GAS for development. Am torn between Block durability and Sure Feet for fluff.
*Monkey: Every crew has to have one. I think the skills are a good representation.
*Brute: There is one big, dumb, crewmember on every ship.
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