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U is for Unique


Introduction

A good Stunty Leeg Proposal should add something new to the Stunty Leeg. There's no point to just duplicate or slightly modify and existing team. But something new isn't enough, it should be in character with the Stunty Leeg. The Leeg is all about wacky mayhem (If you want a dull, typical passing team, you should play normal Blood Bowl.). The Stunty Skill is at the centre of the Leeg. It allows stunties to make the most incredibly plays (dodging through multiple tackle zones, flying through the air for a TTM score or dying in spectacular numbers). A good Stunty Leeg proposal should have some suitably mayhemful schticks, so that they fit in well with other Leeg participants. These can be Secret Weapons, Negatraits, Unconventional or Exotic Skills and Mutations. At the very least just don't make the teams boring. And there's nothing more boring than duplicating pre-existing teams' schticks. Unless you have a very compelling reason, try to avoid duplication. What gives the Leeg its charm, is the fact that it has been built around teams with uniqe mayhemful schticks.

Stunty Teams and their Schticks

Current Teams

  • Chaos Halflings: Chainsaws, Mutations
  • Faeries: ST 1, Jump Up (Brownies), Fast Hypnotic Gazing (Pixies), Strip Ball (Leprechauns)
  • Gnomes: Mad Bombers, Cannon (Blunderbuss TTM), Big Guy Equivalent (Dauntless Daredevils), Tough (AV8 and Thick Skull)
  • Goblin Cheaters: Masters of the Secret Weapon (exception to the rule of not duplicating other teams Secret Weapons)
  • Goblin: dull baseline team
  • Halfling: Master Chef
  • Nurglings: Regeneration , Mutations and Tentacles (Beast)
  • Pygmies: Shadowing (Pygmies), Positional Totem Warriors
  • Skinks: Poison Dagger, Superfast Stunties and No Big Guys (This should be the dullest allowable team)
  • Skryre Slaves: Horde Team (ST1 Guard Stunties), Warpwheel (Deathroller variant), Relentless Mechavermin (High AV and SF), Sharpshooters (Blunderbuss)
  • Snotlings: Ball and Chain (Pump Wagons), Heroes (If I was redesigning the Stunty Leeg, I would have kept the fluffy Spore Flingers except I would have switched the Daggers for Pass)
  • Squig Herder: OFAB, Herding (RS), Leaping/Pogoing Monsters, Animals on Pitch (Squigs)
  • Strigoyan: OFAB, Regeneration, Elite Stunty (Vamplings aka Strigoyan Acolyte), Infect was supposed to be part of the original plan but Klipp disappeared before he could code it.

Teams in Development

  • Bray: Wild Animals Frenzied Stunties, Animals on the Pitch (Hounds)
  • Circus Team: Widespread TTM (Acrobats), Dump Off (Jugglers), Freak and Strongman, ST2 non-stunty
  • Dark Familiars: Horns and Tails (Imps)
  • Eshin Assassins: Poison Daggers, Elite Stunty
  • Gnoblars: Mixed Strength Team, Tentacles (Trappers)
  • Horrors: Easy Mutation access, Fast & Weak Fanatic (Screamer), Runesmith Access (to represent pregame mutations)

BOLD = similar/duplicate schticks

Stunty Leeg Vision

Stunty Leeg truly began to truly blossom with the introduction of Secret Weapons to the client. Prior to their introduction Stunty Leeg was more of less a giant excuse for a joke: wouldn't halflings with fangs be funny? ;) Secret Weapons were a natural fit with the light-hearted nature of the Stunty Leeg. The sillyness continued with the handing out of the Secret Weapons: the food obsessed Chaos Halfings were given a Carver with Chainsaw to help carve the turkey ;) But at its very core was the equation that mayhem = silly fun. Gradually the Leeg expanded with fluffy mayehm at its core. As new teams were added the emphasis was on creating some truly odd and unique mayhem.

Mayhemful Schticks from Current Teams

  • Goblin Cheaters: This was the turning point in the design of new Stunty Leeg teams. When this team was created the focus on light-hearted mayhem became one of the key guiding principles of the Leeg. This team is loaded with mayhem.
  • Fairies: Were designed to be mayhemfully annoying. The old hypnotic gaze was much more impressive and when combined with Jump Up created a team with a unique pestering feel. ST 1 also heighten the annoying gnat feel of the team.
  • Gnomes: At its root was the silly joke of Gnomes sneaking into their dwarven cousins armoury and looting it. They were joined by some hapless dwarves who were too lame to become Trollslayers and thus the Orc Slayers were created. The TNT saw the development of the Gnomish backstory expanded and the Daredevil Cult was born.
  • Nurglings: Explicitly designed to be a counterpoint to the other more mayhemful TTM stunty teams. This team was designed to be the "dwarves" of Stunty. The Tentacled Beast gives this team its mayhemful charm.
  • Skinks: This team has never really fit in with the Leeg. Many attempted changes have been made. The only real mayhemful feature of this team is the fact that with no Big Guy this team can get mangled fairly easily by a devolopped Stunty Leeg team. I'd be tempted to redesign the team with a different baseline stunty (M8 is broken in the Leeg) and with some sort of poisonous dino-critters.
  • Skryre: The team was design around Skryre's insidious mixture of magic and techonology. The Warpwheel and Mechavermin provide most of the teams mayhem.
  • Pygmies: Were designed around the slow stalkers paradigm. Similar to Fairies (JU & HG) and Nurglings (Tentacles), this attempted to show that you could use the more exotic skills to create a suitably mayhemful team. Secret Weapons aren't the only road to mayhem: Shadowing in a league filled with dodges could do the trick.

Return to EvolveToAnarchism's Guide to Designing Stunty Leeg Teams

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Last update: March 21, 2007