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Nelphine
Last seen 3 hours ago
Overall
Super Star
Overall
Record
72/11/27
Win Percentage
70%
Archive

2023

2023-08-04 23:29:11
rating 6
2023-03-05 05:49:23
rating 5.8

2022

2022-05-19 18:15:40
rating 6

2020

2020-02-02 14:38:05
rating 5.2

2019

2019-07-11 04:49:30
rating 5.7

2013

2013-08-24 12:51:34
rating 4.4
2013-06-04 02:48:26
rating 5.6
2013-04-22 03:32:37
rating 5.5
2013-02-27 09:30:14
rating 3.9
2013-02-24 20:15:12
rating 5.3

2012

2012-11-20 08:22:39
rating 4.9
2012-11-09 12:38:32
rating 4.5
2012-09-21 04:54:32
rating 4.8
2012-09-06 04:57:04
rating 5
2012-08-03 03:32:33
rating 4.4
2012-07-20 03:03:14
rating 5
2012-06-26 09:06:04
rating 5.7
2012-05-29 20:17:29
rating 2.3
2012-05-11 01:19:46
rating 4.3
2012-03-29 16:41:11
rating 4.8
2012-02-22 19:25:14
rating 2.6

2011

2011-06-25 16:07:38
rating 4.3
2011-05-28 17:15:33
rating 2.9
2011-05-28 17:15:33
20 votes, rating 2.9
Team Creation
My first blog! Sadly, it will not be about the wonders of Shindahl, an RIP for Saurel, or a comment on Earthen Taig as they go into the wheel of Chaos.

Instead, from a D&D campaign I DMed many years ago, where the players went through levels 1-23, I recall one of my favourite monster species.

And from the depths of the oceans come Sahaugin; finding themselves on land with enemies all about, they realize: The best way to dominate these pitiful creatures is through Blood Bowl! Having practiced for centuries in their underwater stadiums, the Sahaugin are brutally strong, and will look to crush all opposition.

Updated Roster:
0-16 Sahaugin Blocker, 60000, G, ASPM
Mv 5, S 3, A 2, AV 8, Block, Frenzy
0-2 Wereshark, 90000, S, AP
Mv 4, S 5, A 1, AV 9
0-2 Malenti, 80000, AP, S
Mv 7, S 3, A 3, AV 7, Pass, Dodge
0-1 Sahaugin Prince, 150000, GSM, AP
Mv 5, S 5, A 3, AV 9, Sure Hands, Extra Arms, Disturbing Presence, Blood Lust (May bite weresharks, malenti, or enslaved; may NOT bite Sahaugin blockers)
0-2 Enslaved, 30000, G, SA
Mv 5, S 3, A 2, AV 7, Frightening Appearence

Original Roster:

0-16 Sahaugin Blocker, 60000, G, ASPM
Mv 5, S 3, A 2, AV 8, Block, Tackle
0-4 Sahaugin Blitzer, 90000, GS, APM
Mv 6, S 3, A 2, AV 8, Frenzy, Dauntless, Claw
0-2 Wereshark, 90000, GS, AP
Mv 4, S 5, A 1, AV 9
0-2 Malenti, 80000, GAP, S
Mv 7, S 3, A 3, AV 7, Pass, Dodge
0-1 Sahaugin Prince, 150000, GSM, AP
Mv 5, S 5, A 3, AV 9, Sure Hands, Extra Arms, Disturbing Presence, Blood Lust (May bite weresharks, malenti, or enslaved)
0-4 Enslaved, 30000, G, SA
Mv 5, S 3, A 2, AV 7, Frightening Appearence

Re-Rolls: 60000
Apo: Yes



My second D&D monster type that I've always loved: Otyughs.

Nestling, Stunty 0-16, 40k, AM, GSP
Mv 7, S 2, A 3, AV 6, Dodge, Stunty, Decay, Titchy, Right Stuff
Sandman, Agile 0-4, 90k, GA, SPM
Mv 9, S 2, A 4, AV 7, Leap, Pro, Regenerate, Decay
Otyugh, Big Guy 0-2, 130k, S, GAP
Mv 3, S 6, A 1, AV 8, Loner, Really Stupid, Mighty Blow, Decay, Throw Team-Mate, Always Hungry, Wrestle, Tentacles, Disturbing Presence, Foul Appearence

Re-Roll: 60k
Apothecary: No

Space Marines:

0-16 Blockers 40k
M 4, S 3, A 2, AV 7, Block, Tackle, Guard, Decay GS AP
0-2 Strippers 130k
M 8, S 3, A 4, AV 7, Wrestle, Dodge, Leap, Horns, Strip Ball, Jump Up, Frenzy, Decay GA SP
0-2 Runners 100k
M 5, S 3, A 3, AV 7, Block, Dodge, Sure Hands, Foul Appearance, Decay GP AS
0-2 Blitzers 100k
M 6, S 3, A 2, AV 7, Block, Mighty Blow, Claw, Piling On, Horns, Jump Up, Pro, Decay GA SP
0-2 Stunty 100k
M 8, S 1, A 3, AV 5, Dodge, Stunty, Catch, Sprint, Sure Feet, Side Step, Titchy, Extra Arms, Big Hand, Decay A GSP
0-1 Big Guy 110k
M 2, S 6, A 1, AV 8, Loner, Really Stupid, Claw, Tentacles, Pro, Decay S GAPM

Apothecary: No. Re-rolls: 50k.

Starting Roster:
Big Guy, 1 Stunty, 1 Runner, 1 Blitzers, 1 Strippers, 6 Blockers, 4 Re-Rolls, 1 Assistant Coach, 1 Cheerleader


DPR King (without spark/slide cheese)

Revenant (Genasi) Scout (Flashing Blade)/Lyrandar Wind Rider/Thief of Legend

S 13-17, C 13-24, D 18-30, I 8-10, W 10-13, C 10-12

Brawling Warrior, Kulkor Arms Student, Silvery Glow, Surprising Charge, Acolyte Power (Martial Supremacy), TWF
Light Blade Expertise, Deft Blade, Nimble Blade, Power Attack, TWO, Extra Manifestation (Storm)
Light Blade Mastery, Mobile Warrior, Shocking Flame, Two Weapon Flurry, Lasting Frost, Thievery Skill

+6 Frost Rapier/Short Sword, Iron Armbands, Shards of Ice, Gloves of Ice, War Ring, Ring of Giants, Waistband of the Grappler, Boots of Adept Charging, Horned Helm

Attack Bonus:
+15 lvl +10 dex +1 class +1 paragon +3 prof +3 feat +2 CA +1 nimble +6 enh +1 charge -2 power -2 waist = +39 vs Ref 42 = 19% crit, 80% hit; 19% crit, 78.75% hit (not charge); 19% crit, 65% hit (flurry)

Damage:
2d8 +10 dex +7 paragon +4 feat +1d8 surprising +1 TWF +3 expertise +6 power attack +4 shocking flame +5 vuln +6 enh +6 item +5 shard +4 gloves +5 waist +3d6 helm = 13.5 +10.5 +66 = 90
Crit: 24+18+66 base +6d6 +1d6 +12 = 24.5+120 = 144.5

Dual:
1d6 +10 dex +6 class +7 paragon +4 feat +1 TWF +3 expertise +6 power attack +4 shocking flame +5 vuln +6 enh +6 item +5 shard +4 gloves +5 waist = 3.5 +72 = 75.5
Crit: 6+66 +6d6+1d6+12 = 114.5

OA:
2d8 +10 dex +7 paragon +4 feat +1 TWF +3 expertise +6 power attack +4 shocking flame +5 vuln +6 enh +6 item +5 shard +4 gloves +5 waist = 9 +66 = 75
Crit: 16+66 +6d6+1d6+12 = 118.5

Flurry/TWO:
2d6 +10 dex +7 paragon +4 feat +1 TWF +3 expertise +6 power attack +4 shocking flame +5 vuln +6 enh +6 item +5 shard +4 gloves +5 waist = 7 +66 = 73
Crit: 12+66 +6d6+1d6+12 = 114.5

DPR:
0.19*144.5 + 0.8*90 + 0.99 *(0.19*114.5 +0.7875*75.5) + 0.19*118.5 + 0.7875*75 + 0.9775* (0.19*114.5 + 0.65*73) + 0.19* (0.19*114.5 + 0.7875*73)
= 344.1356

Next Attempt:
Human Storm Sorcerer/Lightning Fury/Archspell
Str 10-12, Con 10-12, Dex 13-20, Int 18-28, Wis 13-15, Cha 10-12

Wizard MC, Daily Swap (Summon Marilith), Elemental Empowerment, Vistani Heritage, Superior Implement (Petrified Orb), Dual Implement, Oncoming Storm
Orb Expertise, Silvery Glow, Wintertouched, Lasting Frost, Arcane Admix (Marilith, Cold), Mark of Storm
Vistani Foresight, Arcane Mastery, Wizard Implement Expertise, Arcane Admix (Marilith, Lightning), Arcane Admix (Marilith, Thunder), Echoes of Thunder

Glasssteel Shards (Epic), Rushing Cleats, +6 Petrified Orb of Ghostbane Triumph, +6 Staff of Ruin w/Siberys Shard of Ice (Epic), Iron Armbands of Power (Epic), Opal Ring of Remembrance, Ring of Giants, Gloves of Ice (Epic), Waistband of the Grappler

Summon Marilith (once base, plus two from original AP + Vistani Foresight, plus one from first milestone, plus one from fourth milestone = 5 per day), Cloak of Winter Storm (encounter power via archspell)

Assumptions:
Always get CA (for simplicity; probably you wouldn't due to picking new targets)
Cloak of Winterstorm has been cast already with the Staff of Ruin
Waistband of the Grappler is active
Never hit a bloodied creature (for simplicity; since this will obviously be false sometimes, Marilith attacks should do 1d10 damage extra sometimes)

On your turn:
Minor action: Free! Do something!
Move action: Free! Get close to a new target!
Standard: Marilith attacks 3 times using Petrified Orb. Each attack that hits slides the target 4 squares (1 from mark of storm since Summon Marilith is Lightning from Arcane Admixture, plus one from Rushing Cleats, plus one from Orb Expertise, plus one from Petrified Orb), into and out of Cloak of Winter Storm twice, and activating Lightning Field 4 times.

Attack Bonus:
+15 lvl +9 int +6 enh +3 expertise +2 CA +2 ring +1 oncoming -2 waist = +36 vs Ref 42 (10% crit, 65% hit)

Marilith damage:
2d10 +9 int +9 power +6 enh +6 item +4 gloves +5 waist +6 dual +4 feat +5 vuln +3 echoes = 11 +57 = 68 damage
Crit: 20 +57 base +6d10 orb of ghostbane triumph +4 petrified orb +12 ring of giants = 126

Cloak of Winter Storm damage:
2d6 +1 cha +9 power +6 enh +6 item +4 gloves +5 waist +6 dual +4 feat +3 echoes = 7 +44 = 51

Lightning Field damage:
2d6 +5 dex +5 waist +3 echoes = 7 +13 = 20

DPR: 3 * (0.75*63 + 0.1*121 + 0.85*(2*46 + 4*15)) = 579.9


Another:

Dragonborn Hexblade (Gloom Pact)/Kulkor Arms Master/Thief of Legend

Str 13-20, Con 10-12, Dex 13-20, Int 8-10, Wis 10-12, Cha 18-30

Spear Expertise, Brawling Warrior, Gouge Proficiency, Kulkor Arms Student, Surprising Charge, Silvery Glow
Acolyte Power (Martial Supremacy), Draconic Arrogance, Lasting Frost, Power Attack, Impaling Spear, Headmans Chop
Spear Mastery, Deadly Axe, Arcane Implement (Heavy Blade), Arcane Admix (Flesh Rend, Cold), Mobile Warrior, Strike and Shove

Bracers of Mighty Striking, Siberys Shard of Ice, Gloves of Ice, War Ring, Ring of Giants, Waistband of the Grappler, Rushing Cleats, +6 Sword of Black Ice

Flesh Rend (slide 2, knockdown), Flesh Rend, Mobile Warrior Shift + Hide, OA (slide 2, knockdown), Mobile Warrior Shift + Hide

Attack Bonus:
+15 lvl +10 cha +6 enh +3 expertise +2 CA +1 charge +2 prof -2 power attack -2 waistband = +35 vs Ref 42, roll twice = 19% crit, 72% hit, 68.75% hit if not charge

Damage:
4d6 +10 cha +11 gloom +3 expertise +2d6 surprising +4 feat +5 arrogance (prone) +5 vuln +9 power +6 enh +6 item +5 shard +4 gloves +5 waistband +2d8 poison = 21 + 73 +9 = 103

Crit: 36 + 73 +16 base +6d10 implement +1d10 devastating +1d10 war ring +12 giants +5 arrogance (push) +6d6 high crit = 36 +21 +142 = 199

No Charge:
4d6 +10 cha +11 gloom +4 feat +5 vuln +5 headmans chop (or arrogance prone if OA) +9 power +6 enh +6 item +5 shard +4 gloves +5 waistband +2d8 poison = 14 +70 +9 = 93

Crit: 24 +70 +16 base +6d10 implement +1d10 devastating +1d10 war ring +12 giants +5 arrogance (push) +6d6 high crit = 36 +21 +127 = 184

DPR: 0.19*199 + 0.72*103 + 0.91* (0.19*184 + 0.6875*93) +0.19*184 + 0.6875*93
= 300.864225

level 16
Dragonborn Hexblade (Gloom)/Kulkor Arms Master

Str 13-17, Con 10-12, Dex 13-16, Int 8-10, Wis 10-12, Cha 18-24

Spear Expertise, Brawling Warrior, Gouge Proficiency, Kulkor Arms Student, Surprising Charge, Silvery Glow
Wintertouched, Acolyte Power (Battle Fury Stance), Impaling Spear, Arcane Admix (Flesh Rend, Cold)

Bracers of Mighty Striking, Siberys Shard of Ice, Gloves of Ice, Rushing Cleats, +4 Rod of Deadly Casting

Attack Bonus:
+8 lvl +7 cha +2 feat +4 enh +2 CA +2 prof +1 charge = +26 vs Ref 28 = 5% crit, 90% hit (85% on kulkor)

Damage:
2d6 +7 cha +7 gloom +2 expertise +2d6 surprising +3 feat +4 power +4 item +3 shard +2 gloves +4 enh = 14 +36 = 50

Crit: 24 +36 base +4d10 implmement = 82

Kulkor Damage:
2d6 +7 cha +7 gloom +3 feat +4 power +4 item +3 shard +2 gloves +4 enh = 7 +34 = 41

Crit: 12 +34 base +4d10 implement = 68

DPR: 0.05*82 + 0.9*50 + 0.95 *(0.05*68 + 0.85*41)
= 85.4375

Genasi (Storm) Two Blade Ranger/Kulkor Arms Master/Thief of Legend

S 18-30, C 10-12, D 13-19, I 8-12, W 13-17, Ch 10-12

Spear Expertise, Silvery Glow, Battle Awareness, Polearm Momentum, Power Attack, Two Weapon Fighting
Lasting Frost, Two Weapon Opening, Impaling Spear, Prime Punisher, Called Shot, Acolyte Power (Martial Supremacy)
Spear Mastery, Two Weapon Flurry, Shocking Flame, Mark of Storm, Kulkor Arms Student, Improved Prime Quarry

Background: Thievery

2 +6 Frost Tridents, Iron Armbands, Gloves of Ice, Shards of Ice, War Ring, Ring of Giants, Waistband of the Grappler, Helm of Opportunity, +6 Piwafwi, +6 Shadowflow Leather, Talent Shards, Rushing Cleats

Martial Supremacy Stance, Hidden from ED (Stealth +15+4+5+6+6+5 = 51 passive)

Move: Get in range still hidden; Minor: Quarry! (or use encounter power) Standard: Twin Strike, free Kulkor Strike; Opportunity: Melee Basic, free Flurry, possible free Opening

Attack Bonus:
+15 lvl +10 str +6 enh +3 feat +2 CA +2 prime +2 prof -2 waist = +38 vs AC 44 = 10% crit, 65% hit
Kulkor/Opening: +38 -2 power attack roll twice vs Ref 42 = 19% crit, 74.75% hit
OA: +36 +3 helm roll twice vs Ref 42 = 19% crit, 80% hit
Flurry: +39 -5 flurry roll twice vs Ref 42 = 19% crit, 68.75% hit

Damage:
2d8 +4 feat +1 TWF +5 frost +5 prime +4 lightning +6 enh +6 item +4 gloves +5 shard +5 waist = 9 +45 = 54
Kulkor/OA/flurry/Opening: +10 str +6 power attack = 70

Crit: 16 +45/61 +6d6 +1d6 +12 = 97.5/113.5

Quarry: 0.38490625 * 18 + 0.55259375 * 10.5 = 12.7305469

DPR: 2 * (0.1 * 97.5 + 0.65*54) + 0.9375 * (0.19 * 113.5 + 0.7475 * 70) + 0.19 * 113.5 + 0.8*70 + 0.99* (0.19*113.5 + 0.6875*70) + 0.19 * (0.19*113.5 + 0.7475*70) + 12.7305469
= 332.299662


Human Avenger|Fighter/Kulkor/Thief

Str 11-13, Con x, Dex 14-24, Int x, Wis 18-30, Cha x

Two Weapon Opening, Power of Skill, Gouge, Axe Focus, Surprising Charge, Focused Superiority, Kulkor Student
Impaling Spear, Deadly Axe, Power Attack, Acolyte (Martial), Axe Expertise, Polearm Momentum
Avenger Crit, Two Weapon Fighting, Two Weapon Flurry, Punishing Radiance, Quick Draw, Double Axe Proficiency

+6 Radiant Gouge, +6 Radiant Double Axe, Bracers of Speed, +6 Shadowflow, +6 Piwafwi, War Ring, Ring of Giants, Rushing Cleats, Horned Helm, Waistband of Grappler, 2 Siberys Shard of Radiance

Minor: Oath. Move: Stow double axe. Standard: Charge draw gouge, knockdown, Kulkor, shift, hide, stow gouge. Opportunity: Attack draw double axe, Flurry, Opening (?), shift, hide.

Attack Bonus:
+15 lvl +10 wis +6 enh +2 prof +3 feat +2 CA -2 waist -2 power attack = +34 vs Ref 42 roll 4 times (martial/avenger) (+35 on charge, +29 on flurry), crit 19-20
34.39% crit, 64.11% hit (64.8% on charge, 52.65% flurry)

Damage:
Charge: 4d5+4 gouge +10 wis +3 feat +2d5+2 surprising +9 power attack +6 enh +6 item +3d6 helm +5 waist +5 shard = 24 +44 +10.5 = 78.5
crit: 54 +44 +6d6 +1d6 +12 +6d5+6 +75 (punishing radiance rounded) = 233.5
Kulkor: 4d5+4 gouge +10 wis +3 feat +9 power attack +6 enh +6 item +5 waist +5 shard = 16 +44 = 60
crit: 24 +44 +6d6 +1d6 +12 +6d5+6 +65 = 203.5
OA: 2d9+2 double axe +10 wis +3 feat +10 focused superiority +9 power attack +6 enh +6 item +5 waist +5 shard = 11 +54 = 65
crit: 22 +54 +6d6 +1d6 +12 +3d9+3 +55 = 195.5
Flurry: 2d9+2 double axe +10 wis +3 feat +10 focused superiority +9 power attack +6 enh +6 item +5 waist +5 shard = 11 +54 = 65
crit: 22 +54 +6d6 +1d6 +12 +3d9+3 +45 = 185.5
Opening: 2d9+2 double axe +10 wis +3 feat +9 power attack +6 enh +6 item +5 waist +5 shard = 11 +44 = 55
crit: 24 +44 +6d6 +1d6 +12 +3d9+3 +41 = 171.5

DPR: 0.3439*233.5 + 0.648*78.5 + 0.9919 * (0.3439*203.5 + 0.6411*60) + 0.3439*195.5 + 0.6411*65 + 0.985 * (0.3439*185.5 + 0.5265*65) + 0.3439 * (0.3439*171.5 + 0.6411*55)
= 476.598431 (238.739858 without Thief of Legend OA)


Storm Genasi Hexblade of the Winter Court/Kulkor/Thief

S 11-15, C 10-14, D 14-24, I 8-10, W 10-12, C 18-28

Light Blade Expertise, World Serpents Grasp, Spiked Shield Prof, Brawling Fighter, Kulkor Arms, Mark of Storm
Shocking Flame, Hindering Shield, Deft Blade, Nimble Blade, Silvery Glow, Two Weapon Fighting
Light Blade Implement, Two Weapon Flurry, Acolyte Power (Martial Supremacy), Arcane Admix (Thunder), Oncoming Storm, Echoes of Thunder

+6 Melegaunt's Dark dagger, Bracers of Mighty Striking, Gloves of Ice, Shard of Ice, Waistband of the Grappler, Ring of Giants, War Ring, Horned Helm

+15 lvl +9 cha +3 feat +1 nimble +1 oncoming +6 enh +3 prof +2 CA -2 waistband = +38 vs Ref 42 roll twice
= 19% crit, 78.75% hit (80% charge, 65% flurry)

2d10 base +9 cha +3 expertise +4 shocking +4 feat +1 TWF +3 echoes +6 enh +6 item +4 gloves +5 shard +5 waist +13 class = 11 +63 = 74 (84.5 charge), crit: 20+63+7d6+12 = 116.5 (134.5 charge)

DPR: 0.19*134.5 + 0.8*84.5 + 0.99 * (0.19*116.5 + 0.7875*74) + 0.19*116.5 + 0.7875*74 + 0.9775 * (0.19*116.5 + 0.65*74)

=321.825612


Storm Genasi Hexblade of the Dark Gloom/Kulkor/Thief

S 11-15, C 10-14, D 14-24, I 8-10, W 10-12, C 18-28

Light Blade Expertise, Flail Expertise, Two Weapon Opening, Brawling Fighter, Kulkor Arms, Power Attack
Shocking Flame, Surprising Charge, Deft Blade, Nimble Blade, Light Blade Focus, Two Weapon Fighting
Light Blade Implement, Two Weapon Flurry, Acolyte Power (Martial Supremacy), Arcane Admix (Thunder), Oncoming Storm, Echoes of Thunder

+6 Melegaunt's Dark dagger, Bracers of Mighty Striking, Gauntlets of Brutality, Shard of Lightning, Waistband of the Grappler, Ring of Giants, War Ring, Horned Helm

+15 lvl +9 cha +3 feat +1 nimble +1 oncoming +6 enh +2 prof +2 CA -2 waistband -2 power = +35 vs Ref 42 roll twice
= 19% crit, 72% hit (74.75% charge, 50.75% flurry)

2d10 base +9 cha +3 expertise +4 shocking +3 feat +1 TWF +3 echoes +6 enh +6 item +5 shard +5 waist +13 class +6 power attack = 11 +64 = 75 (85.5 charge, 80 kulkor/flurry/opening), crit: 20+64+7d6+12 = 117.5 (135.5 charge, 122.5 kulkor/flurry/opening)

DPR: 0.19*135.5 + 0.7475*85.5 + 0.9375 * (0.19*122.5 + 0.72*80) + 0.19*117.5 + 0.72*75 + 0.91 * (0.19*122.5 + 0.5075*80) + 0.19 * (0.19*122.5 + 0.72*80)

=315.294062


Chronomancer
The Remembering

3 Wormspawn Praetorians
2 Bone Shards
4 Colossus
1 Obligatum VII
2 Forgeborn Stormstrikers
4 Assassin Devil Abductors (level 34, damage: 3d8+14, 4d8 extra vs anyone granting CA, crit: 6d8+38)

Beholder Eternal Tyrant Essence
Shard of Timesus
Rate this entry
Comments
Posted by Ehlers on 2011-05-28 17:44:49
Seems very overpowered team. Power tripping here?
Why access to M? Just seems like you want claw on the team.
If you want to represent the fluff of that some have claws other extra arm, then make another positional with extra arm instead of just giving them M access.

Prince of power tripping:
Should be treated as a big guy
It need the loner skill.
Should not have access to G at all.
Should not have Ag 3 at all. No more than 2. (Does not fit rule 8, no players should have a combined str and agi more than 7)


Posted by legowarrior on 2011-05-28 18:19:34
Seems overpowered to me. You get 3 strength 5 guys, and an excellent ball handle in the Malenti?
You have 6 Positionals in the game as well...
And having a ton of block on your linesmen, well that is just awesome.

I all though, the theme is pretty good. I do have some suggestions.

0-16 - Ensalved - 5/3/2/7 Frightening Appearence, Thick Skull - G/SAP - 40K
0-2 - Malenti - 7/3/3/7 Pass, Dodge - GAP/S - 80K
0-2 - Sahaugin Blitzers - 6/3/2/8 -Frenzy, Dauntless, Claw - GS/APM - 90K
0-2 - Wereshark -4/5/1/9 Frenzy - S/GAP - 100K
0-1 - Sahaugin Prince ????

Lose the Block, since that doesn't seem to fit, and streamline the positionals. This team is slightly better in balance, and you get the cool Frightening Appearance guys as your linesmen.
Posted by jimimothybodles on 2011-05-28 20:03:12
it seems not very well thought out...

the only original bit is the fishypeople type theme. the rest of those numbers and skills don't mean a lot to me.

this team looks like a norse team with different names. with a space marine. ;)
Posted by Timlagor on 2011-05-28 23:23:28
Rates 1 for calling a roster a team.
Posted by Nelphine on 2011-05-29 05:37:53
@Overpowered: Yeah, this is definitely a very strong team. Probably too strong. It's also not the strongest team I've come up with so far using the team creation rules (strongest has 2 S 5 players, 8 S 8 players, and everyone else on the team starts with wrodge). So I posted this one which at least has character to see what kind of reactions I would get.

@Timlagor: Actually, this is just the first post of my idea - yeah it's just a roster so far, but I have an entire campaign world based around a Sahaugin empire, including princes that would definitely do something like Blood Bowl had it existed in the campaign; but since I'm rather new to Blood Bowl, getting game details down is the part I would forget, so it was needed.

@Specific suggestions on balance:

First, I would like to stay with breaking rule 8. My reasoning starts from a character point of view (the 4 armed Sahaugin Prince is supposed to do EVERYTHING better than anyone else in his fiefdom), and then continues into balance: Since he has bloodlust, but he cannot bite the linesmen, he will soon run out of things to bite; if you have a particularly bad game, you'll probably end up with him running off the pitch in the first half. This guy is specifically meant to be more like a vampire in terms of awesomeness, but with only one on the team. Given the feedback though, I'll definitely change the Enslaved position to 0-2, to increase the true threat the Prince's Bloodlust is supposed to give to his own team.

Second, at the idea of Enslaved as linesmen: While I like the idea of Frightening Appearance linesmen, for this team, that specifically contradicts what I want the prince to be.

Third: at the question of mutation. You are probably right; anyone using the team would just end up choosing claw everywhere. Sadly, that's very in character for Sahaugin; but from balance point of view, I don't really mind losing it. It's out (on the linesmen).

Fourth: At the question of block. This was actually a meta-game thing. After my first 75 games on fumbbl, the thing I find I hate the most is having one of my favoured players die, and then trying to skill up a replacement so he isn't a useless git. And having a dorf team (I love d&d dwarves, so I had to), I've realized their blockers are exactly what I want when I play a team. With 0 SPP, they're NOT useless! However, I realize that everyone hates dorfs.. so I'd like some suggestions on some form of compromise for my blockers. Characterwise, the reasoning here is that the Blockers end up being a very good choice, and in a proper Sahaugin empire, it would be very possible to not bother with any of the positionals as they would be distinctly outcast in their society (well, not the Blitzers.)

Actually.. having said that, what about combining the blitzer/blockers? I'll re-edit the original post to show what I mean.

Posted by Ehlers on 2011-05-29 11:37:50
Well 8 S8 players break another rule. So no point going there

And as you said, you prince over pwer tripping is not legal according to the rules. So the roster will never happen. Too overpowered. Increase the RRs if you want to have bloodlust to have an effect on the team. Having 1 guy with bloodlust and only RR at 60k then the blood lust will do no harm to the team at all.