xlars
Joined: May 12, 2004
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  Posted:
Sep 29, 2004 - 11:10 |
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Why do I need wamplings they are not worth their cost, mostely they result in turnover.
The team would be much more fun with just tralings and 2 lords maybe they could have the big guy skil?
/XL |
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Bruno
Joined: Sep 21, 2003
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  Posted:
Sep 29, 2004 - 11:15 |
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Why? If you question them you really havent read the info about them.
The answer is really simple, G, S.
How many teams have players with access to Genera and Strength skills? Imagine having 4 of those with block, tackle and guard.
Their potential for development is huge! |
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johan
Joined: Aug 02, 2003
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  Posted:
Sep 29, 2004 - 11:28 |
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Or would be, if they didn't die all the time
/johan |
_________________ ”It's very sad
To see the ancient and distinguished game that used to be
A model of decorum and tranquillity
Become like any other sport, a battleground...”
—Benny Andersson & Björn Ulvaeus, Chess |
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peikko
Joined: Aug 02, 2003
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  Posted:
Sep 29, 2004 - 11:29 |
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xlars wrote: | Why do I need wamplings they are not worth their cost, mostely they result in turnover. |
Sounds like another coach who makes his strigoyan team by buying as much vamps as money can get with 1-2 rerolls and then wonders what is wrong... |
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JanMattys
Joined: Feb 29, 2004
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  Posted:
Sep 29, 2004 - 11:34 |
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Start with 5/6 rerolls and devolop your team.
With a little time you can be a bashing nightmare. |
_________________
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Britnoth
Joined: Aug 02, 2003
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  Posted:
Oct 26, 2004 - 06:38 |
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I started with 5/6 rerolls. My team has had 7 for a long time now. Those high cost rerolls make the team WEAKER in effect. 7 points of TR more just pushes up the teams you are facing while you are still very weak. Yes you can have 5 players with general access, but FOUR of them are only strength TWO, and all of them need a 2+ to do anything or they burn your precious rerolls or hurt yoru own players.... They seem to die insanely fast too - av7 with regen means unlike other teams you cannot save your apoth for your key players. Thalls at av6 are just so much food for other teams.
They need help bad... Give them a second Lord. All other stunty teams can blitz with one big guy, and still attempt a TTM with the other, and when your lord is mng it is a complete walkover unless you find another similarly weakened team. |
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EvolveToAnarchism
Joined: Aug 02, 2003
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  Posted:
Oct 26, 2004 - 06:54 |
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Two lords is the worst possible tweak to "fix" the vamplings. The team is designed around the idea that it's led by a deranged Strigoyan Lord and his twisted followers. On the other had lowering the RR cost might be an idea worth considering. It's been done with several stunty teams before and is an easy tweak.
As Always,
Evolve To Anarchism
Wish we had this to fix the Iraq quagmire |
_________________ Ignorance is Strength quis custodiet ipsos custodes As Always, Evolve To Anarchism |
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Britnoth
Joined: Aug 02, 2003
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  Posted:
Oct 26, 2004 - 07:30 |
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How does lowering RR cost help when your lord get a SI/RIP and fails to regen, or niggles out because he aged?
The only reason you say that is because it goes against the fluff. Sod the fluff, I want to play a competent team. Either give the team 2 lords, or make the single lord much better so he can do the job of 2 - av9 or 10 might help and up the vamplings to av8 so they have a chance to get more than 1 or 2 skills before they die.
If possible, a Vampire Lord shouldn't be able to age either, hes supposed to be 100's of years old for pity's sake. |
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Legbreaker
Joined: Jan 30, 2004
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  Posted:
Oct 26, 2004 - 07:53 |
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Without the fluff, this game would be just a bunch of numbers and not nearly as fun.
However, doesn't usually a Vamp Count have a Vamp Countess to go with him? Fluff Q about twin BGs solved. Not 100% this is the way though, lowering RR cost and AV9 for Lord might be enough.
Aging applies to all players, is a basic mechanic of this BB edition (i.e. can't remove it for just a few players) and the argument is that the wear and tear of the pitch gives them the nagging injuries, not the years. Elves aren't exactly supposed to die in their late fifties either...
Edit: To solve the "apo keeping key players alive" issue, maybe include some skill that lets them feed on a Thrall and avoid the cas once per game? Fits in at least somewhat with the fluff, but it might be to go overboard to design a skill for this problem only. |
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Britnoth
Joined: Aug 02, 2003
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  Posted:
Oct 26, 2004 - 08:06 |
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With the fluff, it is still just a bunch of numbers. Except the games are less fun because people want to play nursery rhymes. |
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origami
Joined: Oct 14, 2003
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  Posted:
Oct 26, 2004 - 23:29 |
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Decreasing RR cost helps because it decreases the team's TR. Therefore, you have a team that will tend to make more money and whose opponents will be relatively weaker than they were before.
Sure, fluff is not something that appeals to everybody. However, the people who like fluff are the ones who are in charge...
Personally, I have no problem with that - the fluff is a big part of what I like about the game. Hobbits with chainsaws taking down massive Trolls is just a very fun image. |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Oct 26, 2004 - 23:36 |
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Since when is stunty competative anyway?
A silly division with weapons and bonkers players.
Loads of fun. |
_________________ Forum terrorist. |
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peikko
Joined: Aug 02, 2003
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  Posted:
Oct 27, 2004 - 08:23 |
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Access to five players with g+s access is scary. Remember that g also gives you pro which comes handy with ofab.
Im not big fan of two lord, or lord + countess or anything as it takes away some important uniquess of the team. One possible change to the team might be rising both lord and vampfling av one point. |
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Britnoth
Joined: Aug 02, 2003
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  Posted:
Oct 27, 2004 - 10:19 |
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Skill access is only scary if you actually get to pick those skills... vamplings can't use might blow even. |
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