Wraith
Joined: Aug 02, 2003
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  Posted:
Mar 01, 2008 - 10:36 |
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Fenrirsfollower wrote: | i like the chaos suggestions Nalerun made.. only thing that i don't like about them is all the teams have the possibility of 7 st 4 players bound to the team, and the option to get a star to make it 8..
7 st 4+ players is overkill in my eyes, and i know you deemed it fair with the price and i agree, but still after about 20 games you'll have a semi orge line and no LRB4 team would survive.
7 st 4+ players should be reserved for lizzies only cuz it's the only thing they have to survive on, and these teams would take that away rentering lizzies useless.
i however love the builds and i could picture these teams in the game and it would make sense.. plus one could finally make a full chaos tunnie where teams might be different from each other oppossed to now.
now i have no idea about how to balance out the 7 st 4 players, since i don't make teams or know anything about skill price and the like so i'll leave it up to you guys
FF. |
Drop the chosen from 0-4 to 0-2 and add another 0-2 player type with average strength. The Slaanesh team is cool as is, Demonettes only have 3 ST. Another avenue is to turn the chosen into ST 3 and increase the ST 4 type player from 0-2 to 0-4. Yet another option would be leave as is, but make a new group of beastmen (0-6 Forsaken Beastmen 6 2 3 7 Horns, Stunty, etc...) and drop the regular beastmen from 0-12 to 0-6.
Just throwing out some ideas =) |
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spinball
Joined: Jul 01, 2004
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  Posted:
Mar 02, 2008 - 09:06 |
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I admit my team suggestion is to just add more carnage to a bloody game |
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CircularLogic
Joined: Aug 22, 2003
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  Posted:
Mar 11, 2008 - 10:25 |
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Pro-Humans: A team dedicated to defense with a rather weak offense.
0-16 Lineman 6338 G Passblock 60k
0-2 Marker 8337 GA Tackle, Shadowing 90k
0-4 Guards 5339 GS Guard 80k
0-2 Wide Guard 6338 GA Sidestep, Diving Tackle 80k
0-2 Blitzer 7338 GA Block, Strip Ball 90k
Rerolls: 60k
Apo: Yes
Wiz: Standard |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Mar 11, 2008 - 10:36 |
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They look fun to play with, think of the elfplay with a chance every pass to get it intercepted (gotta love the linos). |
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Coalheart's Blood bowl lair! |
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CircularLogic
Joined: Aug 22, 2003
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  Posted:
Mar 11, 2008 - 10:44 |
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Yeah.. but they will have a really hard time on the offense. No high ST, only 4 ST-access-guys, no surehands, no passing access. |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Jun 03, 2008 - 03:01 |
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Magic school
This a for fun team more than a serious one but still competitive. Aided by magic and arcane spells wizards sometimes fancy a good Blood bowl game and so they march to the pitch with their "volunteer" apprentices. The pre-game spell skill is there to reflect the quick spells they cast to aid them in that particular game. The G A S P access may seem a bit excessive, but spells more permanent in nature explain that plus that gives the team an edge to develop.
0-16 Apprentice 6 3 3 7 GA 50k Pre-game spell 1
0-4 Wizard 6 3 3 7 GASP 100k Pre-game spell 3
RR 80k
Apo, yes
Wizard, 1 free every game.
Pre-game spell, before each game a team member may roll for his pre game spell in the following table and apply the results. Apprentices may roll once and Wizards may roll up to three times. This lasts for one game only.
Pre-game spells
Roll 2d6 Effect
2 Negative effect
3-4 No effect
5 Choose any one general skill or trait
6 Choose any one agility skill or trait
7 Choose any one passing skill or trait
8 Choose any one strength skill or trait
9 Choose any one physical mutation
10 +1 to AV or to MA
11 +1 to AG
12 +1 to ST
Negative effects
Roll 2d6 Effect
2 Player gets bonehead trait
3 Player gets wild animal trait
4 Player gets really stupid trait
5 Player gets OFAB trait (consider all other players as thralls)
6 Player gets –st and stunty trait
7 Player gets no hands trait
8 Player moves and acts as a ball-and-chain player
9 Player gets -ma, -st, -ag, -av
10 Player misses the game
11 Player gets an SI, roll on SI table
12 Player dies |
_________________ ___________________
Coalheart's Blood bowl lair! |
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Tappajasorsa
Joined: Mar 03, 2008
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  Posted:
Jun 03, 2008 - 10:37 |
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I like the magic school team.
If you add the costs and reduce (How? Beats me) the number of pregame dicerolling and I will try it.
I hope no one did this one yet...
SPACE MARINE team
0-16 Marines 6339 Pro GS 70k
0-4 Terminators 55310 Mighty blow GS 150k
0-2 Librarian 54410 Mighty blow, Dauntless GSAP 150k
Reroll: 50k
Apo: yes
And to fight them....
GENESTEALER team
0-16 Genestealer 7448 Claw, Razorsharp claws, Frenzy, Dautless, No hands, Wild animal GSAM 150k
0-6 Cultists 6337 G 50k
0-4 Hybrids 6338 GM 70k
rerolls: 70k
Apo: no |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Jun 03, 2008 - 11:04 |
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Tappajasorsa wrote: | I like the magic school team.
If you add the costs and reduce (How? Beats me) the number of pregame dicerolling and I will try it.
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The costs are there, 50k for apprentices and 100k for wizards, I know it's a lot of dicerolling but that's what make the team funny to play imho. We're trying it tabletop this saturday on a day long magic schools tournament.
As for your teams, I remember someone posted space marines before, but I can't seem to be able to find the thread. I like genestealers as well. If you're looking for something similar visit galak's website and you'll see a tyranid team roster in there (plus a lot of interesting concept teams).
http://www.blood-bowl.net/MBBLTeams/OtherTeams.html |
_________________ ___________________
Coalheart's Blood bowl lair! |
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TexMurphy
Joined: Apr 05, 2008
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  Posted:
Jun 03, 2008 - 11:11 |
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CircularLogic wrote: | Yeah.. but they will have a really hard time on the offense. No high ST, only 4 ST-access-guys, no surehands, no passing access. |
Who needs offense with defense like that...
This is what you do...
Pick up ball... throw it to the opponents half... play defense again and score on turnovers..
Tex |
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groovycheetah
Joined: Apr 09, 2008
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  Posted:
Jun 03, 2008 - 11:25 |
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0-1Master Rabbit 9 2 4 7 Leap,Dodge,stunty, eat a carrot. 80,000
0-16 Hare 8 2 4 7 Dodge, stunty, Eat a carrot. 40,000
0-2 Mutant Rabbit 5 5 2 8 Frenzy,Mighty Blow,Big Guy, Throw Team Mate, Bone Head, Eat a carrot. 110,000
eat a carrot: before u start making any action with a player with this skill u must roll for eat a carrot. on a roll of a 1 the player gets distracted and can not do any thing that turn. On a roll of a 6 u are able to eat the carrot and gain the energy form it. U can move double ur normal movement (that does effect blitz) and u gain the dauntless skill for that turn.
Re-Rolls 50 k
Apo No he does not know how to operate on a rabbit
wizard YES were would wizards be with out there pull a rabbit out of a hat trick.
Master rabbit - Agility, Mutation
Hare Agility, Passing
Mutant Rabbit Mutation, Strength |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Jun 03, 2008 - 11:26 |
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groovycheetah
Joined: Apr 09, 2008
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  Posted:
Jun 03, 2008 - 11:27 |
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and thats the MBBL league |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Jun 03, 2008 - 11:35 |
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Dwarfs that won't feel like playing dwarfs! heh.
Dwarven constructs
0-16 Miner automaton 5 3 2 8 40k
0-2 Burrower 5 2 3 7 Chainsaw 60k
0-2 Quarry bomber 5 3 2 7 Strong arm, bomb 80k
0-2 Dozer 5 4 1 9 Mighty blow, frenzy 90k
0-2 Dwarven engineer 5 3 3 8 Leader, thick skull 90k
RR: 70k
Apo: yes
Wizard: runesmith
Fluff is prety easy to come up with |
_________________ ___________________
Coalheart's Blood bowl lair!
Last edited by coalheart on %b %03, %2008 - %11:%Jun; edited 1 time in total |
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rostern
Joined: Jun 12, 2006
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  Posted:
Jun 03, 2008 - 11:37 |
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Chaos elfes
0-4 Elfie : 6 3 4 6 claw rsc block
Lineman : 6 3 4 6 cHorns
Treechaos 3 5 1 9 : regnerate claw bonehead really stupid claw rsc
Warblocker 7 3 4 7 block dodge leap claw
Apo yes
RR 140k |
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coalheart
Joined: Oct 27, 2005
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  Posted:
Jun 03, 2008 - 11:43 |
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coalheart wrote: |
Pre-game spells
Roll 2d6 Effect
2 Negative effect
3-4 No effect
5 Choose any one general skill or trait
6 Choose any one agility skill or trait
7 Choose any one passing skill or trait
8 Choose any one strength skill or trait
9 Choose any one physical mutation
10 +1 to AV or to MA
11 +1 to AG
12 +1 to ST
Negative effects
Roll 2d6 Effect
2 Player gets bonehead trait
3 Player gets wild animal trait
4 Player gets really stupid trait
5 Player gets OFAB trait (consider all other players as thralls)
6 Player gets –st and stunty trait
7 Player gets no hands trait
8 Player moves and acts as a ball-and-chain player
9 Player gets -ma, -st, -ag, -av
10 Player misses the game
11 Player gets an SI, roll on SI table
12 Player dies |
May someone with math skill tell me what's the % chance of a given player dying before a game because of the snake eyes + double six roll on that tables?
It would be interesting to know
Answer: 1 / 1,296 or about 0.077% |
_________________ ___________________
Coalheart's Blood bowl lair! |
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