What about giving Goblins up to 4 Trolls?

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narkotic
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What about giving Goblins up to 4 Trolls?

Post by narkotic »

I have just thought about this:
Why not giving Goblin Teams up to 4 Trolls if they choose not to take any Ogres.

1. it would give Goblins a little more edge but not too much, as Trolls cannot give them each other plus on the really stupid rolls
2. it would end those "why should I Take Trolls when I can take Ogres" questions
3. and its more fluff
4. (and you could use all your rare hard to find 2nd ed. extra Troll players, that have cost you a fortune and do nothing than to collect dust on the shelf :D )

What do you think? broken? unbalanced or just plain fun?

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Re: What about giving Goblins up to 4 Trolls?

Post by Bevan »

narkotic wrote:I have just thought about this:
Why not giving Goblin Teams up to 4 Trolls if they chose not to take Ogres.
The Snotling team with 4 Trolls was suprisingly strong. They could get more players on the pitch but the Snots are only ST1. I'm all in favour of improving the Goblin and Halfling teams but I'd prefer the Goblins to have more weapons on regular team members than fix them by having 4 Big Guys.

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Post by narkotic »

I admit, I have not made any experiences with a Snotling Team, but I think it was broken bc you could flood the pitch with up to 32(?) of them.
Many, many tackle zones, all Trolls have enough Snotlings around them to bypass really stupid and if I have three times more players than I can gang up everything regardless of the ST1 the individual player has.
I know about the problems of balancing big guys, but these are trolls, no one takes them bc they are slow, have ag1, are really stupid and eat your teammates.
A Goblin coach who fields 4 Trolls will just have 7 Goblins left. They will have a hard time to control the Trolls, protecting their endzone and doing a running game, all the same time.

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Post by sean newboy »

Actually the max u could have on the pitch in any ruleset was 16 Snotlings and 4 trolls. The team was very close to broken at that point.

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Post by GalakStarscraper »

The rules my league uses for the Snotling team is about as balanced as the team can get and we've playtested them over several games.

Maximum roster size is the normal 16 of any other team.

0-4 Trolls (Normal Rules, they are still Big Guys ... ie no team reroll use)
0-16 Snotlings 20k ... Titchy, Dodge, Side Step, Right Stuff

80k Rerolls

Titchy:
The player is incredibly tiny (even smaller than a Halfling or Goblin.) To represent this he makes all dodge rolls with a +2 modifier and may ignore any enemy tackle zones on the square he is moving to as long as he is not armed with a secret weapon. Titchy player must increase the range by two categories when they make a pass and opposing coaches may add +2 to the injury roll for a Titchy player. Titchy player do not exert a -1 penalty when dodging into their tackle zone. In addition, it is very hard for the ref to keep track of how many Titchy players are on the pitch at any one time. To represent this a coach may set up an extra Titchy players every time he set up his team (roll a D6: 1=0 extra, 2-3=1 extra, 4-5=2 extra, 6=3 extra), after setting up his normal allocation of 11 players. This may allow teams with Titchy player to have more then eleven player on the field.

===========================================

Okay this is my way of agreeing that if you want 4 Trolls use Snotlings. Don't put 4 Trolls on the Goblin team. As for the Ogres ... in October they'll be back to 240k for the team or not allowed at all.

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Post by Zombie »

sean newboy wrote:Actually the max u could have on the pitch in any ruleset was 16 Snotlings and 4 trolls. The team was very close to broken at that point.
No, you could never have more than 16 players (and needed to roll a 6 to get that much), so the max was 12 snotlings and 4 trolls. The 4 trolls were one of the reasons the team was broken, and so were the 2+ unmodifed dodges, the extra players on the field and the extra reserve (about 30 snots on the roster).

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Post by GalakStarscraper »

Zombie wrote:No, you could never have more than 16 players (and needed to roll a 6 to get that much), so the max was 12 snotlings and 4 trolls. The 4 trolls were one of the reasons the team was broken, and so were the 2+ unmodifed dodges, the extra players on the field and the extra reserve (about 30 snots on the roster).
Actually Zombie, the player count (IMO) was the biggest factor breaking the team. Take the roster down to the normal 16 and half the extra player count took care of the biggest problem the team had. Adding +2 to injury, 2 bands passing, and wiping out their TZ for dodging into them and they start leaving the pitch very quickly making the extra players pretty much moot (most games I only have extra players on the pitch for the first drive or at best first half). At least that has been my experience after playing this team for 2 sesaons.

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Post by Joaquim »

As for the Ogres ... in October they'll be back to 240k for the team or not allowed at all.

Oh no, no, no, no..!!... :cry:

I guess I would prefer something like the second Ogre costing double... that makes sense....

I guess you can talk because your trees doesn't try to eat you players 1/6 of the time!!! :lol: :lol:
And we know that that theorical 1/6 comes near half in real life!!... :lol:

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Post by GalakStarscraper »

Joaquim wrote:
As for the Ogres ... in October they'll be back to 240k for the team or not allowed at all.
Oh no, no, no, no..!!... :cry:
I think what will more likely happen if I had to guess and I'd be fine with it.

Ogres not allowed on Halfling teams.
Ogres cost 240k for Goblin teams. Whether they are then worth 12 or 24 TR points, I'll leave to someone else. I use 12 for my league, so they are a cash/TR sink like a Reroll for the team.

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Post by Joaquim »

Galak... another kind of question.... what happens to the existing Goblin/Halflings teams in the leagues?

If a Stunty team has a Ogre does he lost him "next seasson" or keeps it (if Ogres are not allowed)?...

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Re: What about giving Goblins up to 4 Trolls?

Post by Darkson »

narkotic wrote:1. it would give Goblins a little more edge but not too much, as Trolls cannot give them each other plus on the really stupid rolls
4 trolls :puke:

What is this obsession with "fixing" goblins anyway? They're meant to be crap. The fact the gobbo team can beat a team, which hasn't already been seriously weakend, means the gobbo's, IMO, are still overpowered compared to the fluff (and the same goes for 'flings)

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Post by GalakStarscraper »

Joaquim wrote:Galak... another kind of question.... what happens to the existing Goblin/Halflings teams in the leagues?

If a Stunty team has a Ogre does he lost him "next seasson" or keeps it (if Ogres are not allowed)?...

League commish would have to rule.

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Post by Joaquim »

Galak... I knew that..... :)

I, as a novice comish (very novice indeed) was wondering what you would/will do... :)


Sorry for "stealing" the thread....

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Post by GalakStarscraper »

Joaquim wrote:I, as a novice comish (very novice indeed) was wondering what you would/will do... :)
Okay if Halflings cannot have them and Goblins go to 240k ... as a commish I would do the following.

Change the Ogre to a Treeman keeps all his SPPs and skills earned. Then reduce the TR of the Halfling team by 1 per an Ogre.

For the Goblin team, I'd just let them have the Ogres grandfathered in. No change to the team.

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Post by Longshot »

Goblin are already good with 2.
And goblins and Halfie should not win a lot, so i will not give them more options with a 4 Troll Team.
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