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Radiant



Joined: Dec 29, 2006

Post   Posted: Feb 23, 2007 - 19:37 Reply with quote Back to top

Yet another team ^^° (this time its mor funny)

Team Name: Angry Wifes Of Those Who Play BB

0-2 Angry Human Female 6 3 3 7 Dodge, Rolling Pin 50k
0-2 Angry Skaven Female 7 3 3 7 Poisened Dagger 60k
0-2 Angry Orc Brat 5 4 2 9 Mighty Blow 90k
0-2 Angry Elvish Lady 7 3 4 7 Pass 90k
0-2 Angry Dwarfen Housewife 5 3 3 8 Block, Scissors 80k
0-2 Angry Halflings Bribe 5 2 3 6 Frying Pan, Stunty, Dodge 40k
0-2 Angry Undead "Mummy" 3 5 1 9 Mighty Blow, Undead, Regenerate 110k
0-2 Angry Chaos Feminist 5 4 3 9 Foul Appearence 110k
0-2 Angry Cow 6 3 3 8 Horns, Frenzy 70k

Re-Rolls: 80k
Apo: Yes, but must be female
Wizard, Yes, but must be female

Skill discription:
Rolling Pin/Frying Pan: If facing a male player this player gets strengh +1 for ech block for or against him ... I mean her.

Scissors:
Any Dwarf must roll a 2+ in order to attack this fine lady. If he fails he has to dodge away or he leaves te pitch to reserve.
Walks_in_the_Sun



Joined: Apr 16, 2006

Post   Posted: Feb 23, 2007 - 19:38 Reply with quote Back to top

0-16 Lammasu Vampire M7 S3 A3 Av9 Regenerate 80k G skills

vs

0-2 Wight M6 S3 A3 Av8 Block, Regenerate 90k G Skills

or

0-4 Chaos Warrior M5 S4 A3 Av9 100K GS Skills

Looks a bit off, doesn't it? Those vampires should be 100 or 110k, but since you couldn't make a full team, I'd settle for 90. Then every new team would consist of 11 vamps and 1 FF, but hey. Alternatively, you can give them a neg trait or knock some stats down. You could mix 2 or 3 stat lines in the team, play with maybe some Ag 2 Av 9/Ag 3 Av 8, etc.


0-1 Blood Queen M6 S5 A3 Av9 Regenerate, Razor Sharp Fangs, Big Guy (Girl), Off for a bite S skills 130K

20K more and loses the Gaze and Ag 4 plus picks up Big Guy; gains S5, Av9, and Razor sharp fangs

compared to a rat ogre, is tougher and more agile, OFAB/Fangs vs WA/MB is close enough, so Frenzy and tail VS Regenerate

So I guess it's close enough, but I'd pick the Queen over the other two for sure.

Why are the rerolls so cheap? And do they need the wiz?

Arktoris wrote:

team fills the hole in Bloodbowl for a fast high armor premium team. Weakness, no starting core skill. No access to agility/passing. only one with access to strength...and she suffers from off for a bite....with no thralls.


Maybe there's a reason there aren't any fast, high armor, premium teams. This team has no weaknesses, except perhaps diversity.
Walks_in_the_Sun



Joined: Apr 16, 2006

Post   Posted: Feb 23, 2007 - 19:39 Reply with quote Back to top

Astereth wrote:
I like those bums, but where's Foul Ole Ron? Best bum ever.


gonna have to help me with this one
coalheart



Joined: Oct 27, 2005

Post   Posted: Feb 23, 2007 - 19:39 Reply with quote Back to top

That's more the spirit of the thread! Very Happy

/goes do something stupid

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Peter_Thorpe



Joined: Oct 08, 2005

Post   Posted: Feb 23, 2007 - 19:42 Reply with quote Back to top

Eldar Transported From The Warp

0-1 Farseer - 150,000gp - 6 3 4 8 - Block, Dodge, Hypnotic Gaze, Leader
0-1 Harlequin - 125,000gp - 8 3 4 7 - Block. Tackle, Mighty Blow
0-2 Howling Banshee - 125,000gp - 6 4 4 7 - Tackle, Mighty Blow, Frenzy
0-2 Dire Avenger - 125,000gp - 7 3 4 5 - Shadowing, Tackle
0-12 Guardian - 70,000gp - 6 3 4 8

Big Guys
0-1 Avatar 250,000gp - 6 6 3 10 - Big Guy, Tackle, Throw Team Mate, Mighty Blow. *Melting Heart

0-1 Wraithlord - 200,000gp - 4 5 1 11 - Big Guy, Tackle, Mighty Blow, Piling On, Bone Head

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Arktoris



Joined: Feb 16, 2004

Post   Posted: Feb 23, 2007 - 19:59 Reply with quote Back to top

coalheart wrote:
yummy... Sounds good, but 16 players with av 9... make them either Ma 6 or Av 8 better Smile

Go on with the fluff!!


That's the selling point of the team. The WHOLE team is 9 armor! And practically the WHOLE team is swift. Unless facing Zara, you'll have the luxury of seeing your players stay in the game more than other teams. I wanted to combine the advantage of skaven linemen with the advantage of orc linemen.

The weakness is no positionals...ever. They are a plain Jane team with plain Jane skill access; they have the best linemen in the game, but still linemen nonetheless. the only one that is special is quite vicious...but has a tendancy to walk off the board...and cause a turnover.

Without the movement and armor, I'd doubt anyone would play the team. Plus that wouldn't "fill the hole" that's currently in the game. We have fast fragile teams and slow armor teams. We have high strength teams. We have high agility teams. We have the "master blaster" teams where strong dumb guys are paired with weak sly guys. And we have high skill guys with block or dodge...but there's currently no high armor/ high movement team.

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Hail to Manowar! The latest charioteer to DIE for bloodbowl! - Slain, by Ghor Oggaz
Walks_in_the_Sun



Joined: Apr 16, 2006

Post   Posted: Feb 23, 2007 - 20:12 Reply with quote Back to top

They need to be more expensive, but you can't do that and have them still be a viable team.

So your options are as follows, if you're not willing to dock their MA or AV:

(You may need to choose more than one)

Take away regeneration.
Dock their ST.
Dock their AG.
Give them a neg trait.
(If the whole team was OFAB, with no thralls, I couldn't complain. You could even take Big Guy off the Queen. They'd still be fast and tough, but they wouldn't be too good.)
Remove the wizard.
Significantly increase the price of rerolls.
Give them P, A, or S access instead of G. (So getting block becomes harder).
Increase the price to 100K or 110K - this would of course mean a viable starting team would include freebooters.

anyone else have any ideas?
Radiant



Joined: Dec 29, 2006

Post   Posted: Feb 23, 2007 - 20:25 Reply with quote Back to top

Well ...
In My opinion the team Arktris posted looks good to me but it really should have some of the things WitS said ^^

I would got for Bloodlust for everyone without a thrall at all Smile
like to see a game with every Vamp of the pitch and noone there to stop the enemy.

Maybe include a special wizard who supports every teammember with an ampulle of blood for ine round so they don´t need to make the Ofab roll?
(I don´t know very much about broken, fluff or anything like this so I just tell what I thin ^^ correct me if I´m too wrong or making myself a fool Very Happy )
coalheart



Joined: Oct 27, 2005

Post   Posted: Feb 23, 2007 - 20:49 Reply with quote Back to top

Wits got a point there, make them fast and durable and look for a neg trait, OFAB is quite good for this as it will keep the price low and as for the Queen is it ok as it is (mind that I put somewhere a st6 ag3 big guy), you can still lower the price a bit more if RR were quite expensive (let's say 80k).

On the other hand (and this goes for Radiant), I checked some things about your angel team and the archangels seem a bit too cheap to me as the seraphim do, maybe +20 and +10k on the seraphim adjusts the thing a bit. If you agree with that just look for a cool team logo and I'm posting it right away!

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Coalheart's Blood bowl lair!
Radiant



Joined: Dec 29, 2006

Post   Posted: Feb 23, 2007 - 21:04 Reply with quote Back to top

I´ll do ... have already something in mind ... let me see if I find it
(I´ll send you a pm if I find it)
Skulll



Joined: Dec 08, 2005

Post   Posted: Feb 23, 2007 - 21:49 Reply with quote Back to top

A stunty team, Rejects... Those little fellas that have some physical or mental "problems" that makes them rejected by the society... even more than stunties in general...

0-1 Siamese Twin 6 3 3 7 Two heads, Extra arms, Multiple Block, Bone Head 90k GA
0-2 Raging Loon 6 2 3 7 Stunty, Dodge, Frenzy, Piling on, No Hands, Wild Animal 70k A
0-2 Hunchback 6 2 3 7 Stunty, Dodge, Tackle 60k A
0-2 Elephanthis 4 2 2 7 Stunty, Big Hand, Foul Appearance A 60k A
0-16 Regular Reject 6 2 3 7 Dodge, Stunty 40k A

Re-Roll: 60k
No Wizard

Star Player: Mad Warden Guard 5 3 3 8 Poison Dagger, Diving Tackle
The Dagger is actually an Injection Needle with a hefty amount of tranquilizer. Diving Tackle to represent the skill to catch the escaping lunatics.

Bonehead on the siamese reflects the situation where the other head decides to go this way and the other decides to go that way...
JoseBagg



Joined: Sep 10, 2004

Post   Posted: Feb 23, 2007 - 21:50 Reply with quote Back to top

Superman team.

1 SuperMan 25 16 9 13 Block, Tackle, Mighty Blow, Leap, Dodge, Break Tackle, Multi-Block, Frenzy, Thick Skull, Regeneration, Prehensile Cape, Foul Apperance, Big Hand, Sure Hands, Jump Up, Stand Firm, Dauntless, Shadowing, Strip Ball, Sure Feet, Leader, Pass Block, Strong Arm, Throw Team mate, Guard, Hypnotic Gaze. GASM

780k Apoth and wizard access = Yes, Rerolls 10k.

0-16 Desperate Civilians 6 1 1 6. Really Stupid, No Hands, Stunty. No skill access except on doubles.


Special Rules.

AWESOMENESS: Once per dice roll, Superman can use his awesome powers of awesomeness to dictate the die roll. This can be used on any roll, including armor and injury rolls, or the casualty roll. He may only use these powers on a roll that effects him directly but it may be his roll or the opponents roll.

PROTECTOR: Once per turn, Superman can use his awesome powers of awesomeness to dictate any dice roll that would effect one the desperate civilians.

LASER EYES: Superman can use his laser beam eyes. Use the lighting bolt template. Put the small end next to superman and the big end wherever you want it. Treat the rolls just like the wizard spell of the same name. This is a free action, and can be used every turn.

SUPER BREATH: Superman can use his breath to blow an opponet anywhere on the field into the crowd. This is a free action and can be used every turn.

SUPER CLAP: Superman can clap his hands together real hard and create a sonic force that will knock over anybody within two sqaures of superman just as if they were hit by a mighty blow pow during a block.

SUPER CONTROL OF THE SUPER CLAP: The clap acts as if it has frenzy, so the opponent may be pushed back and then knocked over, or pushed back twice.

SUPER FLATULANCE: Place the fireball template anywhere behind superman such that part of the template partially covers one the three squares directly behind him. Treat the flatulance like a fireball that has mighty blow. Casualties cuased by the flatulance may not regen or be apothed

SUPER GOODNESS: Superman is so good and proper that his own personal Karma protects him from fouls. All attempts to foul superman will cause a broken leg niggling injury to the person who tried to foul superman. This is a turnover. Otherwise, treat the foul normally.

UNKILLABLE: Superman has died three times and came back each time. There is some theory that he has a certain number of lives, but it is untested. If Superman dies, roll a d6. On a roll of a 1, he comes back to life. On a roll of 2+ he comes back to life.

SUPER SENSE OF DUTY AND JUSTICE: If superman takes a niggle, then treat it normall with this expception. Superman's sense of duty and justice prevent him from missing very many games. On a roll of 1, Superman doesn't feel like playing, but his sense of duty and justice allow him to play without and negative consequences. On a roll of 2+ Superman is stoked about playing. He wouldn't miss this game for anything. Superman takes the field with excitement and plays normally.

MAN OF STEEL: Treat all injuries as normal with this expception. If Superman is injured resolve any apothocary rules or special rules listed above and then place him prone on the field in the face up position.

GREEN KRYPTONITE: Should an opponent happen to find some green kryptonite. Treat superman as a rookie halfling without dodge. All other rules and special conditions are voided in the presence of green kryptonite.

RED KRYPTONITE: The first person you see in the gameing hall after being exposed to red kryptonite must be asked to following question. Dude, can you say somehting completely random and nonsensical that should happen right now? Whatever they say must be tranlasted into a bloodbowl power and be given to superman. He can never have the same power twice.

I could go on forever with all the other types of krypnonite, like gold makes him lose his powers forever. FOREVER!!! and pink turning him gay, but I really did bight off more than I could chew. The canon of superman is too immense and I doubt there are very many people actually still reading at this point anyway. Pie!
coalheart



Joined: Oct 27, 2005

Post   Posted: Feb 23, 2007 - 22:01 Reply with quote Back to top

Pie has awesome power of awesomeness?

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Arktoris



Joined: Feb 16, 2004

Post   Posted: Feb 24, 2007 - 12:51 Reply with quote Back to top

would definitely disagree the lammasu vampire is worth 100k or more, as is. A chaos warrior is far more powerful. If you played a team of 11 lammasu against me playing 11 chaos warriors you'd see the difference...especially if the teams had matured with skills.

As for wights and rat ogres, they are overpriced when looking at them alone. that's why lammasu appear a bit of a bargain. but you have to factor in the whole team, not just the individual player when determining price. hence why orc blitzers are a bargain compared to human blitzers...until you notice orc throwers are jipped compared to human throwers...and the rr is 10k different. Now the orc blitzer isn't a bargain anymore.

I developed the price based on other premium linemen (so as not to compare apples vs oranges) such as the high elf lineman.

6M 3S 4A 8av G, A 70k

take the agility and break it down into two lower quality stats, a point of movement and point of armor. Then add in regeneration minus out access to apothecary, minus out access to agility skills, minus out the syerngistic power of access to positionals for a net increase of 10k

as for nega-traits, they only belong on big guys, period. Unless your linemen look like ogres, just not going to happen. The regular vampire is the only exception...and that team is considered the weakest non-stunty team in the game...not a coincidence.

The team basically has a nega-trait already. It's called, "no positional access". They lose the synergistic effect that comes when different specialists work together and become greater than the sum of their parts. This is what made pact teams too strong. Wardancers are good. Longbeards are good. Wardancers together with longbeards, over-powered.

as for the rerolls, I based it off of their amazing ability to learn and to give them one bargain item since they lack skills that prevent turnovers (no block, no pass, no sure hands, no catch, no dodge, no 4 agility). though I could see 50k instead of 40k.

no wizard??? why? ALL teams have a wizard. I think khemri are the one and only exception right? The wizard for undead is a necromancer, dwarves get runesmith wizards, and halflings get chef wizards. Vampires love magic, I think they get a wizard.

well I probably spent way too much time on this, considering there is 0% chance this team will be seen on fumbbl. and considering LRB5 allows armor increases, I wouldn't want to see this team in table top either.

_________________
Hail to Manowar! The latest charioteer to DIE for bloodbowl! - Slain, by Ghor Oggaz
Brad



Joined: May 16, 2005

Post   Posted: Feb 24, 2007 - 13:11 Reply with quote Back to top

Would love to play with these guys in the "No Block League"...

The Half-Elf, half Elf half Human have longed to play Blood Bowl ever since the game has been played. Unfortunately, caught between both the agility of their cousins on one side, and the running strength of the other, the eruldite never fancied themselves much of a chance. Some old pro gamers from both sides however, have realized the very unique versatility of such a team. The Eruldite team doesn’t have the designated Pass / Blitzer / Catcher roles, but have instead focused on a versatile team from which many a game style can be generated.

LINEMEN
The Linemen, unlike many a team's philosophy, are not simply line fodder, or assistants, to give the extra dice at the right time. The Eruldite need them to be in the right place at the right time, to fulfill any role they need filled. Excellent at blocking when on offense, they also fail much less frequently than opposing counterparts when handling the ball. True 'Jack of all trades', these linemen will always be the versatile backbone of the team, not just the fodder to allow the stars to shine.

BACKS
Quarter Back, Running Back, Full Back - These are the stock from which all these positions are filled. Although the whole team can move the ball, these guys excel at throwing it from afar, or holding onto it in the thick of the scrimmage. Despite the initial lack of passing skills, these guys have trained around the pig-skin their entire life, and although any discerning coach can tell they are good with the ball, how this will express itself will never be determined until they are out on the field.

FORWARDS
If You ever need to stop someone in their tracks - Your forwards are your go-to guys. Dodging around these guys is neigh on impossible, they have trained against the rest of their team their entire lives. Taking more of their genes from the human side of the tree, by elf standards (and even human standards) these guys have got the bulk where it counts. Needless to say, if you ever need a hole opened up for the rest of the team to move through, especially against some of the quicker, more light-weight linemen - they'll do that too.

SPEEDSTERS
Both descended from and admiring the great elven catchers of old, some of this still comes through in their game play, although they like to think of themselves as the new-wave of elven speedsters. Although many a speedster has evolved into a catcher, some rare players even claiming to be able to sprint the length in 2 turns, they are so much more than catchers. Moving at will, around or over their opponents, you never know where they will show up, and with the extra time spent training not their strength, but minds - the ball is never safe from these quick-footed youths.

HALF-ELF ReRolls: 60000

0-12 Lineman 60000 6 3 3 8 Pro G A
0-4 Backs 90000 7 3 3 8 Pro, Sure Hands G P
0-4 Forwards 90000 7 3 3 8 Pro, Tackle G S
0-2 Speedsters 100000 8 3 3 7 Pro, Sure Feet G A

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