in my experience the goblins and halflings (i.e. the stunties) rarely get played, because they just can't compete with the other teams. They may be joke teams - but the joke ends up being on the coach who plays them. Getting stunty teams to take the pitch - now _that_ would be _real_ fun!
I know I'm not the only one who feels this way, countless alternative stunty teams are a testemony to this. I recently raised the issue on the BB mailing list, and the replies showed that 3 attitudes prevail:
1) That "stunties" should be improved.
2) That "stunties" should be the worst teams.
3) That "stunties" should continue to be joke teams (i.e. suck).
I've decided to ignore view number 3, as these coaches are also the coaches least likely to ever play the team. But it is possible to create a solution that satisfies the coaches of view 1 and 2.
The gobbos and halflings can be improved quite a bit and still be "the worst" - making them only marginally the worst.
***4 common fix suggestion***
1) Changing basic stats/skills/skill-access.
This is a turn-off for a lot of players. The stats in DZ are preferred.
2) Add 2 extra big guys for a total of 0-4.
IMO too extreme. It turns the teams into big guys assisted by stunties, rather than stunties assisted by big guys.
3) Letting the big guys be roster players.
IMO, a good idea. Allows these key players to use rerolls.
4) Removing the +1 injury modifier from DZ.
I recommend it, though it is not crucial for using the alternative teams below. The stunties are already the most vulnerable players in the game (with ST2, low AV and no access to block) - IMO there is no need to make them even more discouraging to play.
But if you can't change their stats, and can't add more big guys, then what can you do?
Add something else, ofcourse

Adding 2x2 players to each team will give them something extra, without the "stunties" being outnumbered on their own teams.
***Things that go boink***
For the Gobbo team, I've chosen pogo sticks and squig hoppers. Pogo sticks are a defining feature of gobbos in BB (and probably the most balanced secret weapon), while squigs are a trademark of gobbos in general.
SQUIGHOPPERS:
Forget the complicated squig rules from CJ. With a gobbo on their backs the squigs can be treated like normal players, and wouldn't be "pets" or "critters". Their only special rule is rolling for MA after declaring an action - a mechanic I've kept from the CJ squigs.
The stats is a combination of gobbo and squig - AG2 because the squig is so bouncy that ball control is difficult.
MA d6+2, ST 4, AG 2, AV 7. Frenzy + Thick skull. ST+AG skills.
POGO FANATICS:
Very simple. A gobbo with a pogo stick. Catch added to make them "catchers".
**The Goblin Team**
0-16 40K Goblins 6237 Stuff, Stunty, Dodge - AG
0-2 110K Trolls 4519 Mighty, Regen, Stupid, Hungry - G+ST
0-2 80K Pogo Catchers 6237 Stuff, Pogo, Dodge - AG
0-2 100K Squig Hoppers *427 Frenzy, Thick, AG+ST
*** A Deadly Recipe ***
Not only is the halfling team weak, it also has the problem of being exactly like goblins - only weaker. In order to make them more interesting, they should have something that neither gobbos nor lizardmen have.
Gobbos and Lizardmen get help from big clumsy brutes, but in my experience stunties also need something else: ST3 players who can protect the ball, and perhaps a decent passing game.
Couple this with a simple observation: Halflings live in the imperial province the Moot. Old imperial players could go to the moot to retire (just like footballers who go to japan).
Finally, I'd personally replace the treemen with ogres. Not only are ogres the "imperial" big guy, but in the warhammer world halflings and treemen really have no connection.
**The Halfling Team**
0-16 30K Halflings 5237 Stuff, Stunty, Dodge - AG
0-2 120K Ogres 5529 Mighty, Thick, Bonehead - G,ST
0-2 70K Imperial Throwers 7338 Block - G+ST
0-2 90K Imperial Blitzers 6338 Pass, Hands - G+PA
Even with their leg-up, the stunty teams are still the 2 teams that can buy the least ammount of power for money.
How do you like these suggestions?
Martin
