Khemri - OK. The reason I want to tweak Khemri is twofold; (a) Decay on the TGs is horrible, mainly as it effects things off the pitch only and ruins your biggest, slowest skilling investment; and (b) because the Thick Skull doesn't sit nicely for me on the skeletons alone. Whatever the skeleton linemen get should act as a basis for the other players (much like the other rosters that have survived so far). I like Nerves of Steel - yes, it's a bit of a joke, but I think it's fun and thematic!
So, I propose this alternative, which I'm actually pretty happy with:
0-16 Skeleton Lineman 50,000gp 5 3 2 8 Regeneration, Nerves of Steel G/ASP
0-2 Skeleton Runner 70,000gp 6 3 2 7 Regeneration, Nerves of Steel, Sure Hands, Dump Off GP/AS
0-2 Skeleton Blitzer 90,000gp 6 3 2 8 Regeneration, Nerves of Steel, Block GS/AP
0-4 Mummy Blocker 100,000gp 4 5 1 8 Regeneration, Nerves of Steel S/GAP
Rerolls = 70,000gp // Apothecary = No
Orcs: I hear you. Troll and goblins dropped, Blitzers go to 0-2 at 90,000gp. Skaven: natural M-access was a typo, so that goes (oops). I'm thinking Gutter Runners to 90k, and if that's not enough, Rerolls up to 60k.
Dwarves: I hear you on Choas Dwarves, but I was thinking to reintroduce those too, I think they're worth an extra slot on their own merit. Perhaps the best way to do this is to focus on the line dwarf. I want to pull them back from the 70k line (all the other rosters have 40-60k linemen), and spam Block/Tackle/S access is not cool - note how little Block there is on these starting rosters, and how I've pulled back on S-access. So something else is possibly necessary. How about 50k linemen at 4 3 3 9 Dauntless G/ASP? Too bland?
Don't forget, I've cut WElves entirely - they weren't distinct in 2nd Edition, so I've merged them into generic Elves that keep aspects of Elf, High Elf and Wood Elf rosters.spubbbba wrote:...a bit less blockle in the team may not be a bad thing. Mind you there is a danger you make rookie wood elves even better since they can start with 6 dodge (including 2 blodge) players.
Also, re: Dwarves, I totally agree on capping out at 0-4 blocker, 0-2 runner, 0-2 slayer. I like the slayer at Juggs (pinched from NTBB, I think) and they have character, so he stays. I think 0-4 blocker is necessary, likely with block/stand firm with S access, as otherwise they'll be taken to pieces. But most of all, I don't want any team to have the option to take more that 8 positionals.
@Afroman:
One of my own pet hates is trees in blood bowl. So, they go. Sorry
I also don't really feel the idea of halfling positionals, though I think your suggestions are cool. Instead, I'll take that idea of Sure Feet offering a landing reroll to thrown players (not leap though, yet). And you know what? I think if I compare a halfling to a goblin, they got nailed. So I reckon ALL halflings now get Sure Feet, for 10k extra. In return though, Rerolls go to 70k and the masterchef to 150,000gp
0-16 Halfling Lineman 40,000gp 5 2 3 6 Dodge, Stunty, Right Stuff, Sure Feet* A/GSP
0-4 Ogre Thrower 140,000gp 5 5 2 9 Bone-Head, Throw Team-Mate, Mighty Blow, Thick Skull SP/GS
Rerolls: 70,000gp Apothecary: Yes Induced masterchef: 150,000gp
What do you guys make of these ideas? Improvements?
Cheers!