spelledaren

Joined: Mar 06, 2004
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  Posted:
Feb 08, 2023 - 12:45 |
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This is of course a post about my new league
Spelledaren's next big thing
It is a league without a schedule, so a low pressure place to have some fun, with custom rosters based on some classic teams. A first season has started, but stalled once Black box throphy got going and captured everyone's attention.
In this post I will lay out suggestions for tweaking the rosters used for next season. Any changes made to their first version is marked in bold. First come the rosters, and at the end some commentary. Feel free to discuss regardless of if you plan to join or not. All of the team designs can be modified, the whole point of this post is to listen to advice.
Amazons
0-4 Blitzer 6 3 3+ 4+ 9+ GAS(P) Block, Defensive, Sure feet 100k
0-2 Catcher 7 2 2+ 4+ 8+ GA(S) Dodge, Sure feet 85k
0-2 Thrower 6 3 3+ 2+ 8+ GAP(S) Pass, Sure feet 75k
0-16 Linewoman 6 3 3+ 4+ 8+ GA(S) Sure feet 50k
RR50k
End of season: choose one player to receive Dodge (20k).
Chaos
0-4 Chosen 6 3 3+ 3+ 10+ GSM(AP) Foul appearance, Iron Hard skin 90k
0-2 Bestigor 5 4 4+ 5+ 9+ GSM(A) Horns 100k
0-2 Spawn 6 3 3+ 3+ 9+ AM(GS) Extra arms, Foul appearance, Very long legs 75k
0-16 Beastmen 6 3 4+ 5+ 9+ GM(AS) Horns 50k
RR60k
End of season: All Chosen get 1 extra SPP for each game of the season when they gained at least 1 SPP.
Dark Elves
0-4 Blitzer 6 3 2+ 3+ 9+ GA(SP) Block 90k
0-2 Runner 7 3 2+ 3+ 8+ GAP(S) Fend, Side step 95k
0-2 Witch elf 6 3 2+ 4+ 8+ GA(S) Frenzy, Jump up, Disturbing presence 95k
0-16 Linemen 5 3 2+ 3+ 9+ GA(S) 60k
RR50k
End of season: May sacrifice an uninjured player to remove one permanent injury.
Dwarves
0-4 Blitzer 5 3 3+ 5+ 9+ GS(AP) Block, Tackle, Thick skull 85k
0-2 Blocker 5 3 4+ 5+ 9+ GS(A) Block, Frenzy, Dauntless, Thick skull 90k
0-2 Runner 6 3 3+ 3+ 9+ GP(AS) Sure hands, Thick skull 75k
0-16 Linemen 4 3 4+ 5+ 10+ GS(A) Brawler, Thick skull 50k
RR50k
End of season: may choose a player to receive +AV and -MA and 5 SPP (0k).
Elves
0-4 Catcher 8 2 2+ 4+ 8+ GA(SP) Dauntless, Nerves of steel 90k
0-2 Blitzer 7 3 2+ 3+ 8+ GA(SP) Wrestle, Grab 100k
0-2 Thrower 6 3 2+ 2+ 8+ GAP(S) Safe pass, Running pass 85k
0-16 linemen 6 3 2+ 3+ 8+ GA(SP) 60k
RR50k
End of season: may sacrifice one dedicated fan to take a rookie lineman or catcher.
Hobgoblins
0-4 Chaos dwarf 5 3 4+ 5+ 10+ GS(AM) Wrestle, Arm bar, Thick skull 80k
0-2 Chaos centaur 7 3 4+ 5+ 9+ GS(AM) Sure feet, Sprint, Thick skull, Horns 95k
0-2 Blitzer 7 3 3+ 4+ 8+ GS(AP) Block, Diving tackle 90k
0-16 Linemen 6 3 3+ 4+ 8+ G(AS) Dirty Player 50k
RR60k
End of season: choose a player to receive the Stab skill for the entire following season (20k).
Humans
0-4 Blitzer 7 3 3+ 4+ 9+ GS(AP) Block, Pro 100k
0-2 Thrower 6 3 3+ 2+ 9+ GP(AS) Sure Hands, Pass 80k
0-2 Catcher 8 2 3+ 5+ 8+ GA(S) Catch, Dodge 70k
0-16 Linemen 6 3 3+ 4+ 9+ G(AS) 50k
RR50k
End of season: cost of rerolls and linemen are halved at end of season.
Necromantic
0-4 Ghoul 7 3 3+ 4+ 8+ GA(SP) Disturbing presence, Regeneration 75k
0-2 Werewolf 8 3 3+ 5+ 9+ GA(S) Claws, Frenzy, Regenerate 115k
0-2 Flesh Golem 4 4 5+ - 10+ GS(A) Stand firm, Regenerate, Thick skull 100k
0-16 Zombie 4 3 4+ - 9+ G(AS) Regenerate 40k
RR60k
End of season: roster any number of zombies at no cost at end of season.
Norse
0-4 Blockers 5 3 3+ 4+ 9+ GS(AP) Block, Jump up 85k
0-2 Blitzer 6 4 4+ - 8+ GS(A) Juggernaut, Frenzy 110k
0-2 Runner 6 3 3+ 3+ 8+ GP(AS) Block, Sure Hands 75k
0-16 Linemen 5 3 3+ 4+ 8+ G(AS) Block 50k
RR50k
End of season: choose one player to receive the Frenzy skill and Drunkard and 4 SPP (10k).
Orcs
0-4 Blocker 4 4 4+ 5+ 10+ GS(A) Leader 90k
0-2 Blitzer 6 3 3+ 4+ 10+ GS(AP) Block 90k
0-2 Goblin 6 2 3+ 5+ 8+ A(G) Dodge, Sneaky git, Fumblerooskie 60k
0-16 Lineman 5 3 3+ 4+ 9+ Thick skull 50k
RR60k
End of season: choose two linemen to receive two different permanent stat injuries that they don't already have to give two blockers 6 SPP each.
Skaven
0-4 Blitzer 7 3 3+ 4+ 9+ GS(AM) Block, Prehensile tail 100k
0-2 Runner 9 2 2+ 4+ 7+ GA(SM) Dodge 85k
0-2 Thrower 7 3 3+ 2+ 8+ GP(ASM) On the ball, Sure hands 80k
0-16 Lineman 7 3 3+ 4+ 8+ G(ASM) 50k
RR60k
End of season: choose one player to receive a random mutation (20k).
Undead
0-4 Wight 6 3 3+ 4+ 9+ GS(AP) Block, Nerves of steel, Regenerate 90k
0-2 Mummy 3 5 5+ - 10+ S(AG) Mighty blow, Regenerate 125k
0-2 Wraith 7 2 3+ 4+ 8+ A(G) Foul appearance, Shadowing, Nerves of steel, Regenerate, Titchy 70k
0-16 Skeleton 6 3 4+ 5+ 8+ G(AS) Regenerate 40k
RR60k
End of season: all players receive 1 SPP.
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Some commentary:
Not a lot of games have been played with these rosters yet. I have gotten a bit of feedback anyway, most about Undead and Elves. I am not too concerned about Undead overpowering the others I think, their last positional is a weird one and skeletons are brittle.
Several teams have gotten slight boosts in this version, in part to bring costs up a bit. Giving the dwarf blocker back Block will make the team much tougher from start. Chosen become more of a threat. I could talk on and on, but I'll leave it for a bit. Feel free to engage! |
_________________ FUMBBL! |
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awambawamb

Joined: Feb 17, 2008
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  Posted:
Feb 08, 2023 - 14:53 |
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I'm always up for those things! I'm interested in Necromantics! |
_________________ "la virtú sta nel cielo e nella terra, ma anche nelle nuvole e nelle stelle"
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spelledaren

Joined: Mar 06, 2004
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  Posted:
Feb 08, 2023 - 15:31 |
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Just join, there is even room to play in season 1 still  |
_________________ FUMBBL! |
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spelledaren

Joined: Mar 06, 2004
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  Posted:
Feb 14, 2023 - 23:51 |
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Some comments about each roster then:
Zons:
Agility 3+ team with A access. I think this is a good thing to have around. It functions kind of like a slower skaven team, but with A access for better development.
Chaos:
Beastmen are reduced in power (way too cheap in standard game). Sure mass horns is less useful, but still such a good mutation. This team can throw the ball, and can probably stay alive in most fights. I think they look fun to play.
Dark elves:
With no linemen costing 70k this became the slow elf team. Trying to balance the positionals is hard here, as I want to keep total team cost fairly even between rosters, but still make them seem worthwhile to get. I think Disturbing presence is a fun addition to make the WE stand out.
Dwarves:
The linemen are fairly rubbish at start, but are the only 10+ armour ones, and the only linemen with S access. Tackle has moved to the player that wants it. I think this team will be able to compete.
Elves:
This team got shot down by some comments for being too bad in the first draft, and catchers were changed. I think that Dauntless Ma8 Ag2+ is a terror, but no one has tried them yet. The blitzer is a wrestler type player now. Giving the thrower Running pass makes random pass skills more likely, since it can’t get much worse!
Hobgoblins:
I was kind of pleased with the roster as it was. It was a bit on the cheap side, the addition of Horns really adds a lot to the usefullness of the centaur. Does the team maybe have too many useful skills at start? Mass DP doesn’t help that much...
Humans:
Almost a standard roster. Pro is a nice flair thing, adding some power and even more rerolling.
Necromantic:
I wanted regenerate for ghouls, but then they had to drop Dodge. I think this can be a strong team, but maybe hard to start.
Norse:
The only team that can field blanket Block. This is incredibly powerful, so they lost some move. Their linemen never need any skills. The ST4 piece is great right away, but fragile.
Orcs:
The only team that has 4 players above St3, and with great armour. Even with a decrease in fighting strength they should be tougher than most. Giving the goblin fumblerooskie seems a laugh. He is already close to the ground, and he can put the ball down before fouling. Wanted a third skill to drive up cost.
Skaven:
Giving them a meaner streak, but they lose on agility. Prehensile tail sets them apart from others. On the ball thrower seems very good to me.
Undead:
Some concern about them becoming overpowered in the early game. 4 Block players that can pick S to back up the mummies. In the hands of a skilled coach this looks daunting. Skeletons and Wraiths arent very scary though. Comments have said Wraiths are useless. I was looking at giving them G access, and maybe giving Wights Ma5, but in the end this doesn’t feel right. The Wraith is almost not really there, titchy reflects that well, and maybe increases value as a ball carrier. |
_________________ FUMBBL! |
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spelledaren

Joined: Mar 06, 2004
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  Posted:
Mar 20, 2023 - 14:12 |
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I’ve had some feedback in other places.
From the above I think the following has to change:
Zons end of season bonus: Give Dodge to the player with the most games that does not already have Dodge.
Hobgoblins: drop the suggested Horns. Starting team gets a bit too good probably. Alternative: Centaur drops TS and gains BT instead (+5k).
Undead: Wraith PA stays at 5+.
Apart from this the team structure above looks promising. |
_________________ FUMBBL! |
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