Team concept - rockmen
Moderator: TFF Mods
-
- Rookie
- Posts: 6
- Joined: Sun Aug 17, 2003 12:48 am
Played a game with them.
I rechecked the costing formula, and decided that since people felt they were weak, i'd adjust things more favorably. The new roster plan is
Big rock 100k 4 4 1 10 stand firm 0-4
Chucker 100k 4 3 1 10 stand firm, big hand, hail mary pass 0-2
Rockman 50k 4 3 1 10 stand firm 0-16
rerolls 40k
can use apothecary
Depending on how many big rocks you want at the starts, you can start with 4+ rr's. (if no big rocks, you can start with 6 rr's and 9 ff)
I was unable to find Galak's balance thingy, might be looking under the wrong name, or just not knowing where to look, if someone else wants to run an analysis spreadsheet, or point me to where it is.
I played a game with them vs myself against a generic human start.
It ended up 1-1. The stand firm really does help alot, as does having plenty of rerolls. It makes it hard to get rocks away from being next to the ball, cuz you have to knock them down, and with many players not having block, that's not so easy. Dodge with impunity was also useful at times for the rocks. The team didn't seem strongly underpowered, a bit weaker, but they took no casualties and only 1 ko all game. While the humans did take some. They did get a pitch advantage near the end of 2nd half which helped them score. It was the chucker that scored, didn't want to risk another picking it up, though if i had one more turn I might've (i had 2 turns to tinker around while the chucker moved forward, so with rr's, i could've given a rockman 5 or 6 chances to pick up the ball, which is around 5/6 success).
I've played a khemri team and scored with mummies some, of course when a mummy gets the ball it's very hard to take it away. It takes some effort to get them the ball, but if you spend a couple rr's, it often happens. Also, if you've got a thick chunk of guys, some rock might get it on bouncing on a failed handoff. Chuckers will get the majority of the touchdowns, but there will be times when you can push it on to someone else, when your cage is standing at the endzone with turns to spare.
After block/guard, these guys might get break tackle, that'd be neat, heh.
I encourage people to try testing out this roster and see how it plays.
Zlefin
Big rock 100k 4 4 1 10 stand firm 0-4
Chucker 100k 4 3 1 10 stand firm, big hand, hail mary pass 0-2
Rockman 50k 4 3 1 10 stand firm 0-16
rerolls 40k
can use apothecary
Depending on how many big rocks you want at the starts, you can start with 4+ rr's. (if no big rocks, you can start with 6 rr's and 9 ff)
I was unable to find Galak's balance thingy, might be looking under the wrong name, or just not knowing where to look, if someone else wants to run an analysis spreadsheet, or point me to where it is.
I played a game with them vs myself against a generic human start.
It ended up 1-1. The stand firm really does help alot, as does having plenty of rerolls. It makes it hard to get rocks away from being next to the ball, cuz you have to knock them down, and with many players not having block, that's not so easy. Dodge with impunity was also useful at times for the rocks. The team didn't seem strongly underpowered, a bit weaker, but they took no casualties and only 1 ko all game. While the humans did take some. They did get a pitch advantage near the end of 2nd half which helped them score. It was the chucker that scored, didn't want to risk another picking it up, though if i had one more turn I might've (i had 2 turns to tinker around while the chucker moved forward, so with rr's, i could've given a rockman 5 or 6 chances to pick up the ball, which is around 5/6 success).
I've played a khemri team and scored with mummies some, of course when a mummy gets the ball it's very hard to take it away. It takes some effort to get them the ball, but if you spend a couple rr's, it often happens. Also, if you've got a thick chunk of guys, some rock might get it on bouncing on a failed handoff. Chuckers will get the majority of the touchdowns, but there will be times when you can push it on to someone else, when your cage is standing at the endzone with turns to spare.
After block/guard, these guys might get break tackle, that'd be neat, heh.
I encourage people to try testing out this roster and see how it plays.
Zlefin

Reason: ''
- Darkson
- Da Spammer
- Posts: 24047
- Joined: Mon Aug 12, 2002 9:04 pm
- Location: The frozen ruins of Felstad
- Contact:
- Alesdair
- Emerging Star
- Posts: 359
- Joined: Sun Sep 14, 2003 7:34 am
- Location: Melbourne, Oz
-
- Veteran
- Posts: 215
- Joined: Mon Jun 14, 2004 9:22 am
- Location: Vienna
- Contact:
I really like the Idea of the Team but I think a few things changed would help the Team beeing more playable. I was thinking about this:
0-1 Big Rock 130k 4 5 1 10 Big Guy, Stand Firm, Mighty Blow, Really Stupid(hey he´s A Stone guy
) Throw Team mate, Foul Appearance, Regeneration
0-2 Chucker 90k 5 3 2 9 Stand Firm, Big Hand, Pass, Regeneration
0-4 Rock 120k 4 4 1 9 Stand Firm, Foul Appearance, Regeneration
0-8 Rockman 60k 5 3 2 9 Stand Firm, Regeneration
0-4 Small Rocks 40k 6 2 2 7 Stunty, Right Stuff, Stand Firm, Regeneration
60k Reroll
no Apo because they are Stones
, but they all got Reg, because the Stones can get together again
Special Rules:
If the Kick of Result 11 "Throw Rock" is rolled the Team automatically wins the Result.
Foul Appearance because it needs a lot of courage to throw a Block against a massive Rock and it makes you a litte bit nervous if you Pass or Catch near such a guy.
Now you can stone me to death for my proposal
mfg Bernd
0-1 Big Rock 130k 4 5 1 10 Big Guy, Stand Firm, Mighty Blow, Really Stupid(hey he´s A Stone guy

0-2 Chucker 90k 5 3 2 9 Stand Firm, Big Hand, Pass, Regeneration
0-4 Rock 120k 4 4 1 9 Stand Firm, Foul Appearance, Regeneration
0-8 Rockman 60k 5 3 2 9 Stand Firm, Regeneration
0-4 Small Rocks 40k 6 2 2 7 Stunty, Right Stuff, Stand Firm, Regeneration
60k Reroll
no Apo because they are Stones

Special Rules:
If the Kick of Result 11 "Throw Rock" is rolled the Team automatically wins the Result.
Foul Appearance because it needs a lot of courage to throw a Block against a massive Rock and it makes you a litte bit nervous if you Pass or Catch near such a guy.
Now you can stone me to death for my proposal

mfg Bernd
Reason: ''
Your hand ist broken? Thats all??? Go back on the field!!!
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
-
- Emerging Star
- Posts: 412
- Joined: Mon Jun 07, 2004 10:05 am
- Location: Still enjoying the bliss of finishing his PhD...
-
- Rookie
- Posts: 6
- Joined: Sun Aug 17, 2003 12:48 am
Alesdair: with stand firm + big hand, even if the ball is surrouned by guys, you can do a 6+ safe dodge to the ball, and try to pick it up 2+, i don't want that ability on many people on the team. Also, while loosely based on the chaos lineup, it's good for teams to have more differences, to have their own unique play styles.
Aksho: check the costing formula for players, you seriously undercosted many of the players, and violated the design rules moreso than the base team does.
While tweaks are nice to hear about, please actually TRY the team before believing it won't work. Play a game with it, it might not do that great at the start, but maybe it could still get a 25-30% win rate at the start; chaos teams often don't do that well at the start, when developed, are quite good, as this team could be.
Zlefin
Aksho: check the costing formula for players, you seriously undercosted many of the players, and violated the design rules moreso than the base team does.
While tweaks are nice to hear about, please actually TRY the team before believing it won't work. Play a game with it, it might not do that great at the start, but maybe it could still get a 25-30% win rate at the start; chaos teams often don't do that well at the start, when developed, are quite good, as this team could be.
Zlefin

Reason: ''