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Gridironman



Joined: Mar 18, 2022

Post   Posted: Nov 23, 2022 - 06:18 Reply with quote Back to top

The Estalian Super League 11's teams will be drafting in talent from the 7's league and a roll chart for player types not represented by draftees. However, this league is about harnessing the fumbbl client to make a better game than blood bowl, not a blood bowl draft league for the sake of a draft league. Help me balance these guys out or propose a unit that ought to be represented on the roster to give the coach more options to play with on the field. Please note that you will find freebie skills like kick and leader on the team to make the games more interesting. Also keep in mind all teams in the league will be based on this roster. I am still debating whether or not to provide catchers with 3 St or 2 St. I am also considering giving blockers 5 Mv rather than 4. Should Centers have mutation access? Should all linemen come equipped with sneaky git and dirty player for instance? What are your thoughts?

Standard & Premier League Roster

X2 Signal Caller
Stats: 0k 6Mv 3St 3+Ag 2+Pa 9+Av
Skills: Leader, Pass, Sure Hands, Safe Pass
Primary: G, P
Secondary: A, S
Concept: A standard human thrower that will be able to provide viable throws. The leader trait is added as a standard to make games more interesting. This means that you will have at least 1 RR to start each drive.

X1 Center
0k 5Mv 5St 4+Ag 5+Pa 10+Av
Stats: Bone Head, Kick Team-mate, Throw Teammate, Mighty Blow (+1), Thick Skull
Primary: S
Secondary A, G
Concept: A standard ogre runt punter with throw teammate. No loner associated with the unit to make its activations more efficient. The idea is to allow Signal Callers the opportunity to pass to the Running Back and allow it to be a thrown teammate. Please note that kicking a player with right stuff is more lethal than throwing the teammate downfield. Therefore, it is riskier but may occur in conjunction with a throw activation. Consider that the handoff to the passer by a receiver due to a kickoff by an opposing linebacker putting it out of reach who will throw to a running back and kicked by an ogre. There will be more dice rolls but the opportunity to score with the Running Back will be present more often. Throw teammate is applied because it allows an ogre to utilize the strong arm skill.

X4 Receiver
Stats: 0k 8Mv 2St 3+Ag 5+Pa 8+Av
Skills: Catch, Dodge, Diving Catch, Dodge
Primary: A, G
Secondary: P
Concept: Standard Human Catchers with the catching agility of elves. Retaining 2St is necessitated to balance this unit to not be dominant at too many things. Diving catch means that catch is 2+. This is to accentuate the signal caller with sure hands as the player that needs to pick up the ball. However, this is the perfect unit to catch the ball and stretch the field for a TD in a handoff chain to another receiver.

X4 Linebacker
Stats: 0k 7Mv 3St 3+Ag 4+Pa 9+Av
Skills: Block, Kick
Primary: G, S
Secondary: A, P
Concept: Standard Human style blitzers. With the addition of adding the kick trait for free to add more interesting kickoffs on a player type that you will almost always want to field on defense.

X3 Running Back
Stats: 0k 5Mv 2St 3+Ag 4+Pa 7+Av
Skills: Dodge, Right Stuff, Stunty
Primary: A, M
Secondary: G, S
Concept: provide one turn TD randomness to the league and make the unit more deployable with interesting mutation access as a primary to incentivize fielding it.

X2 Guard
Stats: 0k 4Mv 4St 4+Ag 5+Pa 10+Av
Skills: None
Primary: S, M
Secondary: G, A
Concept: Slow movement is meant to make their placement on the field more strategic across multiple turns. This is following the Games Workshop trend of gifting two ‘blocker’ type units with 4 St onto a team and boosts the strength of teams providing a bash alternative to play. Although, I would admit that the St up units often seen in draft leagues is a stronger influence. Not necessarily a hard counter to the receiver, but allows teams to develop into hard hitting squads. A question for this unit is whether or not to add brawler. This is a position that will have skills drafted into it think of it as the chassis for the skill components on top of it. Mutation access provides some very interesting builds.

X16 Linemen
Stats: 0k 6Mv 3St 3+Ag 4+Pa 9+Av
Skills: Dodge, Right Stuff, Stunty
Primary: G
Secondary: A, S
Concept: Standard human linemen because they are perfectly crafted to be the most vanilla standard unit. However, the stats are such that a RR on a linemen could substitute a pick up, catch and even pass roll in the stead of the skills. Furthermore, developing these core units with skills will be key in a draft league.

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An Amorican Nuffler that bashed in his youth.
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