Twahn
Joined: Aug 02, 2003
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Posted:
Aug 11, 2003 - 07:56 |
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Is there anybody else out there like me that looks at the Necro team and can't help but wonder why in the world them Werewolves start with the Catch skill?
Of course we all know that Werewolves are famous for their catching skill... it's in ALL the stories...
Is this merely an attempt to make them a more appropriately skilled team for Blood Bowl? If so, it urks me. I'm pretty sure I'm not the only one either. Players shouldn't just be handed out inappropriate skills to make them more potent on the field...
Maybe their Catching skill is akin to a normal dog's skills with the frisbee? Hmm....
Sure Hands to emulate their 'Fetching' abilities?
Speaking of Werewolves, somebody with the time and effort should try to make a Werewolf team I reckon, like that mentioned in the 'Did you knows' from the LRB... |
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deneb
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  Posted:
Aug 11, 2003 - 09:08Guest |
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Herewith the 2 last versions given by blood-bowl.net dated of 22 July 2003
http://www.blood-bowl.net/GWTeams/RevisedGWRosters.html
Necromantic #1 (Experimental from BB 2003 Annual)Code: | # Position Cost MA ST AG AV Skills Traits Skills Available
0-12 Zombie 30,000 4 3 2 8 None Regenerate General
0-2 Ghoul 70,000 7 3 3 7 Dodge None General, Agility
0-4 Wight 90,000 6 3 3 8 Block Regenerate General
0-2 Flesh Golem 120,000 4 4 2 9 None Regenerate, Stand Firm, Thick Skull General, Strength
0-2 Werewolf 120,000 8 3 3 8 Catch Frenzy, Razor Sharp Fangs General, Agility |
Necromantic #2 (REVISED Experimental from 2003 BB Annual)
Code: | # Position Cost MA ST AG AV Skills Traits Skills Available
0-12 Zombie 30,000 4 3 2 8 None Regenerate General
0-4 Ghoul 70,000 7 3 3 7 Dodge None General, Agility
0-2 Wight 90,000 6 3 3 8 Block Regenerate General
0-2 Flesh Golem 110,000 4 4 2 9 None Regenerate, Stand Firm General, Strength
0-2 Werewolf 120,000 7 4 2 8 Break Tackle Frenzy General, Strength |
deneb |
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Gitzbang
Joined: Aug 02, 2003
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  Posted:
Aug 11, 2003 - 09:15 |
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If those are the correct Rosters from the Annual and Fumbbl's divX tries to mirror those, than why do Flesh Golems receive "Break Tackle" in Fumbbl? |
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deneb
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  Posted:
Aug 11, 2003 - 09:56Guest |
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Yes, I saw it yesterday as well.
I don't why there is a difference for the Flesh Golem.
I 'm not in Fumbbl league. So I can't say. But for my point of view. the Flesh Golem with "Break tackle" is too strong.
deneb |
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Twahn
Joined: Aug 02, 2003
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  Posted:
Aug 11, 2003 - 12:08 |
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I suppose the low Agility is fair enough for the modified Werewolf to reflect his limited ball skills but still retain his awesome dodginess. In fact, I like him a lot. It's good that he's been beefed up a little too.
It's a shame he loses his Fangs though... |
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Mr-Klipp
Joined: Aug 02, 2003
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  Posted:
Aug 11, 2003 - 13:42 |
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Because those are not the correct rosters from the annual, they are a variation being tested on that league. |
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The Finishing Touch |
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Revener
Joined: Aug 02, 2003
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  Posted:
Aug 11, 2003 - 14:09 |
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I would prfer the ST 3 MV 8 WW compared to the ST 4 MV7.
Would like to substitute the Cath skill for regenerate though |
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Sinner
Joined: Aug 02, 2003
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  Posted:
Aug 11, 2003 - 14:59 |
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with regenerate they would be too strong (even in exchange for catch). Only thing that helps against werewolfs is hurting them out of the game... and silver bullets of course
Cheers |
_________________ Sinner
Darkie's Dreams - successfully cherrypicking any race, any coach, any rating, any number of DP since 20/09/2003 ... and still winning! |
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Revener
Joined: Aug 02, 2003
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  Posted:
Aug 11, 2003 - 15:21 |
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the usual whine: But Necromantic don't have an Apo and the players I will play and who will be in the heat are the Werewolfs and the Ghouls and vampire teams have an APO.
sorry couldn't resist |
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PRAO
Joined: Aug 11, 2003
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  Posted:
Aug 11, 2003 - 15:34 |
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The reason for Werewolfs having catch is simple:
-Catch the ball Fido!
Werewolfs are natural fetchers. |
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