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Poll
Do you like this better then LRB6?
yes
13%
 13%  [ 12 ]
no
78%
 78%  [ 71 ]
equally like/dislike
8%
 8%  [ 8 ]
Total Votes : 91


spinball



Joined: Jul 01, 2004

Post 5 Posted: Feb 07, 2012 - 10:05 Reply with quote Back to top

NOTE* edited Ogre stats and gutter runner on typos

Amazon
0-16 Linewomen 6 3 3 7 Side Step G/ASP 50k
0-2 Throwers 6 3 3 7 Side Step Pass GP/AS 70k
0-2 Runners 7 3 3 7 Side Step Dodge GA/SP 80k
0-4 Blitzers 7 3 3 7 Block Side Step GS/AP 90k
Big Guys:None
ReRolls 50k
Appoth: Yes

Chaos
0-16 Marauders 6 3 3 8 GS/APM 50k
0-4 Beastmen 6 3 3 8 Horns GS/APM 60k
0-4 Chaos Warriors 5 4 3 9 GS/APM 100k
Big Guys:
0-1 Minotaur 5 5 2 8 Loner, Horns, Wild Animal, Frenzy, Mighty Blow, Thick Skull S/AGMP 130k
ReRolls 70k
Appoth:Yes

Chaos Dwarf
0-16 Hobgoblins 6 3 3 7 G/APS 40k
0-6 Chaos Dwarfs 4 3 2 9 Block Grab Thick Skull GS/APM 70k
0-2 Bull Centaurs 6 4 2 9 Sure Feet, Sprint, Thick Skull GS/AP 130k
Big Guys:
0-1 Minotaur 5 5 2 8 Loner, Horns, Wild Animal, Frenzy, Mighty Blow, Thick Skull S/AGMP 130k
ReRolls 70k
Appoth:Yes

Chaos Pact Removed

Dark Elf
0-16 Linemen 6 3 4 8 GA/SP 70k
0-2 Runners 7 3 4 7 Dump Off GAP/S 80k
0-2 Assassins 6 3 4 8 Stab Jump Up GA/SP 90k
0-4 Blitzers 7 3 4 8 Block GA/SP 100k
0-2 Witch Elf 7 3 4 7 Jump Up Dodge Frenzy GA/SP 110k
Big Guys:None
ReRolls 50k
Appoth:yes

Dark Pact
0-2 Marauders Animosity 6 3 3 8 GS/APM 50k
0-2 Hobgoblins Animosity 6 3 3 7 G/APS 40k
0-2 Dark Elf Linemen Animosity 6 3 4 8 GA/SP 70k
0-2 Goblins 6 2 3 7 Animosity Dodge Right Stuff Stunty A/GSP 40k
0-2 Skeletons 5 3 2 7 Animosity Regeneration Thick Skull G/ASP 40k
0-4 Zombies 4 3 2 8 Animosity Regeneration G/ASP 40k
0-2 Snotlings 5 1 3 5 Animosity Dodge Right Stuff Side Step Titchy A/GSP 20k
0-2 LineOrcs 4 3 2 9 Animosity Thick Skull G/ASP 50k
0-2 LineRats 7 3 3 7 Animosity GM/ASP 50k
0-2 Underworld Goblins 6 2 3 7 Animosity Dodge Right Stuff Stunty AM/GSP 40k
Big Guys:One Only
Troll 4 5 1 9 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate S/GAP 100k
Minotaur 5 5 2 8 Loner, Horns, Wild Animal, Frenzy, Mighty Blow, Thick Skull S/AGMP 130k
Ogre 5 5 2 9 Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team-Mate S/GAP 130k
ReRolls 90k
Appoth: yes

Dwarf
0-16 Linebeards 4 3 2 9 Block Stand Firm Thick Skull GS/AP 70k
0-2 Runners 6 3 3 8 Sure Hands, Sure Feet, Thick Skull GP/SA 90k
0-2 Blitzers 6 3 3 8 Block Tackle Thick Skull GS/AP 90k
0-2 Troll Slayers 5 3 2 8 Block, Frenzy, Dauntless, Think Skull 90k
0-1 Death Roller 4 7 1 10 Loner, Break Tackle, Dirty Player, Juggernaut, No Hands, Mighty Blow, Secret Weapon, Stand Firm S/GAP 140k
ReRolls 50k
Appoth: Yes

Elf
0-16 LineElf 6 3 4 7 GA/SP 60k
0-2 Runners 7 3 4 7 Dump off GAP/S 80k
0-4 Catchers 8 3 4 7 Catch Nerves of Steel GA/SP 100k
0-2 Blitzers 7 3 4 8 Block Side Step GA/SP 110k

Big Guys:None
ReRolls:50k
Appoth: Yes

Goblins
0-16 Goblins 6 2 3 7 Right Stuff, Dodge, Stunty A/GSP 40k
0-2 Gits 6 2 3 7 Right Stuff, Dodge, Stunty, Dirty Player, Sneaky Git A/GSP 80k
0-1 Fanatic 3 7 3 7 Ball & Chain, No Hands, Secret Weapon, Stunty S/GAP 70k
0-1 Poger 7 2 3 7 Dodge, Stunty, Very Long Legs, Leap A/GSP 70k
0-1 Looney 6 2 3 7 Chainsaw, Secret Weapon, Stunty A/GSP 50k

Big Guys:Yes
0-2 Trolls Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate S/GAP 100k
ReRolls 60k
Appoth:Yes
Bribes 50% off

Halflings
0-16 Halflings 5 2 3 6 Dodge, Right Stuff, Stunty A/GSP 30k
0-3 Treemen 2 6 1 10 Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-Mate 110k
ReRolls 50k
Appoth:yes
Halfling Chef:100k

High Elf
0-16 LineElfs 6 3 4 8 GA/SP 70k
0-4 Lion Warriors 8 3 4 7 Catch GA/SP 100k
0-2 Phoenix Warriors 6 3 4 8 Pass, Safe Throw GAP/S 80k
0-2 Dragon Warriors 7 3 4 8 Block GA/SP 100k

Big Guys:None
ReRolls:50k
Appoth: Yes

Humans
0-16 Linemen 5 3 2 9 G/SAP 50k
0-2 Catchers 8 2 3 7 Dodge, Catch GA/SP 70k
0-2 Throwers 6 3 3 8 Sure Hands, Pass GP/AS 70k
0-4 Blitzers 7 3 3 8 Block GS/AP 90k

Big Guys:yes
0-1 Ogre 5 5 2 9 Loner, Mighty Blow, Thick Skull, Throw Team-Mate 130k
ReRolls:50k
Appoth:yes

Khemri
0-16 Skeletons 5 3 2 7 Thick Skull, Regeneration G/SAP 40k
0-2 Run-Ras 6 2 3 7 Pass, Regeneration, Sure Hands GP/AS 70k
0-2 Blitz-Ras 6 3 2 8 Block, Regeneration GS/AP 90k
0-4 Tomb Guardians 4 5 1 9 Regeneration, Decay, Tomb Rot S/GAP 110k

Big Guys:None
ReRolls:70k
Appoth:No

*Tomb Rot: If a player is permanently killed by a block or foul by a player with this skill, can be raised as a Skeleton in the post match sequence


Light Pact
0-2 Linewomen 6 3 3 7 Animosity Side Step G/ASP 50k
0-2 Linebeards 4 3 2 9 Animosity Block Stand Firm Thick Skull GS/AP 70k
0-2 Halflings 5 2 3 6 Animosity Dodge, Right Stuff, Stunty A/GSP 30k
0-2 High Elf LineElfs 6 3 4 8 Animosity GA/SP 70k
0-2 Human Linemen 5 3 2 9 Animosity G/SAP 50k
0-2 Norse Lineman 6 3 3 7 Animosity Block G/SAP 50k
0-2 Lizard Skinks 8 2 3 7 Animosity Dodge, Stunty A/GSP 60k
0-2 Slann LineFrogs 5 3 3 8 Animosity Leap, Very Long Legs G/SAP 50k
0-2 Wood Elf Linemen 7 3 4 7 Animosity GA/SP

Big Guys:Yes only 1
0-1 Kroxigor 6 5 1 9 Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull S/GAP 130k
0-1 Ogre 5 5 2 9 Loner, Mighty Blow, Thick Skull, Throw Team-Mate 130k
0-1 Treeman 2 6 1 10 Loner, Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-Mate 110k
ReRolls:90k
Appoth:yes

Lizardman
0-16 Skinks 8 2 3 7 Dodge, Stunty A/GSP 60k
0-6 Saurus 6 4 1 9 GS/AP 80k

Big Guy:yes
0-1 Kroxigor 6 5 1 9 Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull S/GAP 130k
ReRolls:60k
Appoth:yes

Necromantic
0-16 Zombies 4 3 2 8 Regeneration G/SAP 40k
0-2 Ghouls 7 3 3 7 Dodge GA/SP 70k
0-2 Wights 6 3 3 8 Block GS/AP 90k
0-2 Flesh Golems 4 4 2 9 Stand Firm, Thick Skull, Regeneration GS/AP 100k
0-2 Werewolves 8 3 3 8 Claws, Frenzy, Regeneration GA/SP 120k

Big Guys:None
ReRolls:60k
Appoth:No

Norse
0-16 Norse Linemen 6 3 3 7 Block G/SAP 50k
0-2 Throwers 6 3 3 7 Block, Pass GP/SA 70k
0-2 Catchers 7 3 3 7 Block, Dauntless GA/SP 90k
0-2 Blitzer 6 3 3 8 Block, Jump Up Frenzy GS/AP 100k
0-2 Werewolves 6 4 2 8 Frenzy GS/AP 110k

Big Guys:yes
0-1 Yeti 5 5 1 8 Loner, Claw, Disturbing Presence, Frenzy, Wild Animal S/GAP 130k
ReRolls 60k
Appoth:yes
Nurgle
0-16 Rotters 5 3 3 7 Decay, Nurgle's Rot, Thick Skull G/ASPM 40k
0-4 Pestigors 6 3 3 8 Horns, Regeneration GS/APM 80K
0-4 Nurgle Warriors 4 4 2 9 Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration GS/APM 110k

Big Guys:yes
0-1 Beast of Nurgle 4 5 1 9 Loner, Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle's Rot, Really Stupid, Regeneration, Tentacles 130k
ReRolls:70k
Appoth:No

Ogres
0-16 Snotlings 5 1 3 5 Dodge, Right Stuff, Side Step, Stunty, Titchy A/GSP 20k
0-2 Goblins 6 2 3 7 Dodge, Right Stuff, Stunty A/GSP 40k
0-6 Ogres 5 5 2 9 Ogre 5 5 2 9 Mighty Blow, Thick Skull, Throw Team-Mate S/GAP 140k

Big Guys: None
ReRolls:70k
Appoth:Yes

Orcs
0-16 LineOrcs 4 3 2 9 Thick Skull G/SAP 50k
0-2 Throwers 6 3 3 8 Sure Hands, Strong Arm GP/AS 70k
0-4 Black Orcs 4 4 2 9 GS/AP 90k
0-4 Blitzers 7 3 3 8 Block GS/AP 90K

Big Guys:yes

0-1 Troll 4 5 1 9 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate S/GAP 100k
ReRolls: 60k
Appoth:yes

Skaven
0-16 LineRats 7 3 3 7 GM/ASP 50k
0-4* Gutter Runners Dodge 9 2 4 7 GAM/SP 80k
0-4* Blitzers 7 3 3 8 Block GSM/AP 90k
0-2 Throwers 7 3 3 7 Sure Hands, Pass GMP/SA 70k

Big Guys:yes
0-1 Rat Ogre 6 5 2 8 Loner, Frenzy, Mighty Blow, Prehensile Tail, Wild Animal 130k
ReRolls 60k
Appoth Yes

*Only 6 of these 8 players can be on the roster at one time

Slann
0-16 LineFrogs 5 3 3 8 Very Long Legs, Leap G/ASP 50k
0-4 Catchers 7 2 4 7 Diving Catch, Leap, Very Long Legs GA/SP 80k
0-4 Blitzers 7 3 3 8 Diving Tackle, Jump Up, Leap, Very Long Legs GS/AP 100k

Big Guys:yes
0-1 Kroxigor Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull S/GAP 130k
ReRolls 60k
Appoth:Yes

Undead
0-16 Skeletons 5 3 2 7 Thick Skull, Regeneration G/SAP 40k
0-16 Zombies 4 3 2 8 Regeneration G/SAP 40k
0-4 Ghouls 7 3 3 7 Dodge GA/SP 70k
0-2 Wights 6 3 3 8 Block Regeneration GS/AP 90k
0-2 Mummies 3 5 1 9 Mighty Blow, Regeneration S/GAP 120k

Big Guys:None
ReRolls: 70k
Appoth:No

Underworld
0-16 Underworld Goblins 6 2 3 7 Dodge, Stunty, Right Stuff AM/GSP 40k
0-2 Blitzers 7 3 3 8 Animosity Block GSM/AP 90k
0-2 Throwers 7 3 3 7 Animosity Sure Hands, Pass GMP/AP 70k
0-2 LineRats 7 3 3 7 Animosity GM/ASP

Big Guys:yes
Underworld Troll 4 5 1 9 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate SM/GAP 100k
ReRolls 70k
Appoth:Yes

Vampire
0-16 Thralls 6 3 3 7 Thrall G/ASP 40k
0-6 Vampire 6 4 4 8 Regeneration, Hypnotic Gaze, Blood Lust GAS/P 110k

Big Guys:None
ReRolls 70k
Appoth:Yes

Wood Elf
0-16 LineElfs 7 3 4 7 GA/SP 70k
0-4 Catchers 8 2 4 7 Catch, Dodge, Sprint GA/SP 90k
0-2 Throwers 7 3 4 7 Accurate GAP/S 70k
0-2 Wardancer 8 3 4 7 Block, Dodge, Leap GA/SP 120k

Big Guys:yes
0-1 Treeman 2 6 1 10 Loner, Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-Mate 110k
ReRolls 50k
Appoth:Yes

Granted these are my version of what the races could/should be and would be more fun then LRB6. Stunty teams will no longer be decimated when facing a dwarf team, because the majority of the tackle has been taken away. Chaos/Nurgle no longer get mutations on regular rolls, while Skaven and Underworld retain this privilege they only have 7 av to balance that out.

The skills would also need tweaking, such as piling on becoming a fouling skill (it is a dirty tactic) and fouling would ultimately be changed back to being a viable yet potentially costly tool to use.

Do you like these races better or lrb6?


Last edited by spinball on %b %07, %2012 - %10:%Feb; edited 2 times in total
BooAhl



Joined: Sep 02, 2004

Post   Posted: Feb 07, 2012 - 10:16 Reply with quote Back to top

Chaos is nerfed to much. Beastmen should be 0-16.
Zons need playtesting. Maybe SS is better than dodge?
Why does Orcs cost so much more?
Dwars are much better at low TV now except vs flings, gobbs and Zons. Seems weird?
Assasain doesnt need the JU boost. Dont give him that.

Otherwise good ideas. You always need somewhere to start the discussion.
Leilond



Joined: Jan 02, 2012

Post   Posted: Feb 07, 2012 - 10:30 Reply with quote Back to top

Elf without thrower?
Human lines with AG2? Not for me, thanks

I think that the only real problem of LRB 6 are the halfling & goblins, too weak (but fluffy) and the C-POMB that is too powerfull... Changing all the races seems unnecessary
Diclon



Joined: Jan 12, 2012

Post   Posted: Feb 07, 2012 - 10:31 Reply with quote Back to top

Why no goblins on the orc team, tehy are rarely used anyway and is a great fun element.

I don't like the removeal of dodge on the gutter runners.

It seems like a huge buff to the dwarf team, giving the blitzer what they really need to be strong, more ma and tackle for blitzing, yes, they got lower armor, but the two other things are really really strong.

I love what you did to the elf team, now they are a bit more different form the other elves, which is a good thing.

The amazons seem interresting, but I got no clue if that will be too powerfull or not
the.tok



Joined: Jan 25, 2006

Post   Posted: Feb 07, 2012 - 10:39 Reply with quote Back to top

there are some good ideas, but voted no, because there are a few problems that really bother me.

First, why did you nerf chaos so badly? it makes no sense. It is not like they are not that good of a team until very high tv anyway.
On the other hand, you give skavens, one of the best teams already, a very big buff.

To sum it up, there are some good ideas, but I will never agree with changes if the purpose is to nerf bad teams and buff already good teams.

on a side-note, if you could make it easier to see the differences it would be nice Smile

The light pact seems nice, but a little bit too good

And ogres with take root, it makes no sense :/
spinball



Joined: Jul 01, 2004

Post   Posted: Feb 07, 2012 - 10:46 Reply with quote Back to top

lol
i need to edit this quick
the ogres getting take root is a mistake as well as the gutters missing dodge my bad
the.tok



Joined: Jan 25, 2006

Post   Posted: Feb 07, 2012 - 10:51 Reply with quote Back to top

That is why you nedd to highlight the changes Wink

I didn't even notice there was no dodge on the GR

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Unnerf Mummies 2013!
hizard



Joined: Sep 11, 2009

Post   Posted: Feb 07, 2012 - 10:58 Reply with quote Back to top

Amazon's roster was enough for me, then came chaos and chaos dwarf without tackle, and the list does not improve, its not no its: NO!!!!!!!!!!!!!...

About Amazon: side step would make that team insanely OP. All prices should go up 10k to compensate and then it would be overpriced as non 4 AG team. Someone already tried this in house rules and as I remember he said it was bad idea.

Chaos without mutations, I don't like that idea by itself and changing lineman type to Marauders from beastmen while making beastmen Blitzer type is not good idea either, we have nurgle team with that. This one is only nurgle team without nurgle's rot. Takes variety and fun from game.

Chaos Dwarfs with grab instead of tackle, again would make them insanely OP against everyone except OP Amazons. Also tackle is good fluff skill for dwarfs.

DE hadn't changed much, except Assassin that gets used because of JU being more useful than shadowing. But again its bad fluff wise. Assassin is master in shadowing, well at least he wants to be, as his MA is only 6 but again for the price you pay there isn't much more you can get. Also it might be to heavy buff for already good team.

Dark pact has few too many positions to be evaluated.

Dwarfs stand firm is bad Idea for so many members of the team.

Elf passers might be unnecessary but again runners aren't essential either. And passers fits even better in elf team.

Goblins needed no change.

Halfling should be inferior race why do you want to buff them?

High Elf I like more, cos you bring old names back and changed nothing. Oh no you did, and unnecessary price up for catchers, well I take my words back I don't like this one at all.

Humans is bad Idea to do that to linemen...

and I am too tired to read more anyway there is huge problems in this list.
gandresch



Joined: Aug 02, 2003

Post   Posted: Feb 07, 2012 - 11:05 Reply with quote Back to top

Just: NO!
These are just changes that do not have any foundation in the game as it is. It's just a random list of numbers and skills.
jarvis_pants



Joined: Oct 30, 2008

Post   Posted: Feb 07, 2012 - 11:15
FUMBBL Staff
Reply with quote Back to top

i really like the list i think its a fresh look at the teams. If you put any of these teams in the current ffb they wont work out but all together i think its a intresting change.

Of course it will NEVER be implemented but a fun little exercise none the less.

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"May Nuffle have mercy on your rolls." - St.Basher
Ravenmore



Joined: Sep 10, 2008

Post   Posted: Feb 07, 2012 - 11:24 Reply with quote Back to top

Some ideas are pretty ok, however if you decide to change almost all the teams and expect people to say YES or NO to the whole thing, remember that people will vote NO just because they don't like one roster or even one player Smile

I voted "NO" because the dark pact team is a bit too random - orcs, rats, skeletons, snotlings all it lacks is alligators and space marines. Smile


Last edited by Ravenmore on %b %07, %2012 - %11:%Feb; edited 1 time in total
Shraaaag



Joined: Feb 15, 2004

Post   Posted: Feb 07, 2012 - 11:24 Reply with quote Back to top

Making human and orc linemen slower and less agile really reduces those team's versability. Probably lots of other things I dislike, but those two were the ones I remembered when I got to the end ;P

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rackam



Joined: Jan 28, 2005

Post   Posted: Feb 07, 2012 - 11:25 Reply with quote Back to top

too much upgrade for good team with no effect on the cost (the assassin for the dark elfe get +1 armor without any cost change)

and this change seem's to me too much one sided and change too much team by one side (no morte tackle on dwares team)
and let the loosy team without a change (high elves, khemri)

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Jasfmpgh



Joined: Jun 18, 2009

Post   Posted: Feb 07, 2012 - 11:25 Reply with quote Back to top

I like the Light Pact team, cool idea.

I think you should make the Chaos Marauders have G access only, not strength. (Line Orcs don't get it, why should they?)
spinball



Joined: Jul 01, 2004

Post   Posted: Feb 07, 2012 - 23:36 Reply with quote Back to top

The reason for the change of the orc and human lineman was to make them seem more like NFL type of linemen...Slower and less agile but overall tougher (how often do you see a lineman handle the ball in football really?). However leaving the others alone represented that not everyone has the same approach
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