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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Tue Aug 08, 2017 6:52 am 
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Lyracian wrote:
faust_33 wrote:
Expansion packs for all teams? Even Goblins and Dwarves? Seems like those two don't necessarily need expansions. Orcs, definitely.

It was explicitly mentioned that Dwarves would eventually get one so you have alternative sculpts even though they do not need one for team composition.
Goblin already have an expansion for Secret Weapons and Contraptions will be out next.

What I need for dwarves is just one more blocker for reserves. Goblins already have one expansion blister and is getting another one? Expansion for Orcs and Humans is not going to work if it can only have 4 miniatures and they insist one of them to be a thrower.


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Tue Aug 08, 2017 8:44 am 
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Baxx wrote:
Goblins already have one expansion blister and is getting another one?


One pack has three of the weapon specialists (chainsaw, bomb, ball and chain), the other pack has the other three specialists (pogo, doom diver, hooligan).

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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Tue Aug 08, 2017 4:28 pm 
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Baxx wrote:
Lyracian wrote:
faust_33 wrote:
Expansion packs for all teams? Even Goblins and Dwarves? Seems like those two don't necessarily need expansions. Orcs, definitely.

It was explicitly mentioned that Dwarves would eventually get one so you have alternative sculpts even though they do not need one for team composition.
Goblin already have an expansion for Secret Weapons and Contraptions will be out next.

What I need for dwarves is just one more blocker for reserves. Goblins already have one expansion blister and is getting another one? Expansion for Orcs and Humans is not going to work if it can only have 4 miniatures and they insist one of them to be a thrower.


I agree, they need to have more than 4 minis in the Human/Orc expansions. At the very least, I would want three individual Black Orcs and 1 Blitzer. I could live with that, as not too many people take 2 Orc Throwers.

Humans on the other hand, a second Thrower can be useful. Most people would probably want 2 or 3 different sculpts for Blitzers. Maybe the same on the Catchers.

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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Tue Aug 08, 2017 7:57 pm 
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faust_33 wrote:
Humans on the other hand, a second Thrower can be useful. Most people would probably want 2 or 3 different sculpts for Blitzers. Maybe the same on the Catchers.

I want a dozen different sculpts like we get with some of the independent releases.by the sounds of the modular Pro Elf team we will be able to make lots of different posses.


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Sat Sep 30, 2017 1:11 am 
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Just had some time pondering over Gobbos under new rules, and over those points somebody made before regarding 'Ooligan being useless as a rostered player in its current form. Thought that, aside from making him an inducement-only option, there could be couple other ways to make him a more attractive as a constant member of the team:

1) Cut down his cost, which is the most easy way to do it. Just make him to cost as any other regular goblin, 40k (50k at best) - leaving all his skills and stats intact. Yup, it's just a clear, yet tiny, buff to Gobbos, but they are the team which really could use a buff or two. Won't shift balance too much, anyway. Fan Favorite? Not a big deal, you have only one such guy, so it's just +1 FAME, and only while he is still staying on the pitch (ST2 AV7 players don't stay there for too long :) ). May be it will help to win a reroll on kick-off, from time to time, that's about all. And Disturbing Presence.. is very situational unless you have a half of the team with it. With just 3 squares radius from one player (still ST2 AV7, btw) it's easy to avoid, mostly. 50k at best, that's his real price.
2) Give him a Claw, and you can keep both DP and FF (the latter still would be good to have as well). No, seriously :) What is your argument against it? A single ST2 AV7 Clawer without direct access to Strength skills, no Block skill from start, no even direct access to General skills - no big deal, at all. To become "poor man's CLPOMBer", he'll need to live long enough and get extra lucky to get 3 doubles in a row. Then he'll still need 2 assists, at least, to have 2dice block against even a regular ST3 dwarf lineman. Any half-decent bash or hybrid team won't even notice him, yet from time to time Gobbos would be able to fight back to them properly, just a bit. Now you can charge 70k for 'Ooligan, he is worth it. To detune him a bit, probably throw in "No Hands" to boot (because, apparently he uses some weird skaven's contraption he found at scrapyard as a Claw, carrying it with both hands)? Turns him into poor excuse for a designated "killer".


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Mon Oct 02, 2017 8:28 pm 
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I disagree on that one. If you make the Ooligan cost the same as every other Goblin, you will see an Ooligan on every team. I would rather see a variety of Goblin teams with different special weapons. Also, the Claw addition doesn't seem to match the fluff of an Ooligan? If you really want Claw on a Goblin, you can play Underworld. Otherwise it's taking away from what makes that team unique.

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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Mon Oct 02, 2017 8:40 pm 
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@faust_33
Well, seeing him on all teams still better than not seeing him at all (due to outrageous cost for a couple of questionable skills), and would be sort of buff for them (though quite slight). And 'Ooligan is not special weapon, at least not by the main DZ book (not sure whether that what you meant). He is a sort of new positional, only difference from other Goblins is that he has Disturbing Presence and Fan Favorite. So there is nothing about him to cost 70k.

Not sure what to say regarding fluff, I'm not aware of the fluff in question, unfortunately. Just thought having some miserable Clawer with no access to bash skills at all would go pretty well with the general vibe of the team, and would add them a new tooth they may be able to use occasionally. That's still pretty far from what you can have while playing Underworld, where you can have Claw on pretty much everyone on the team. Here it's just a single ST2 player with no direct access to any "killing" skills, so can be only used situationally, with a bunch of handicaps.


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Mon Oct 02, 2017 8:47 pm 
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@Mori-Mori - oops, yea I lumped him in with the other 'secret weapons'. I think the idea is that he an obnoxious lout, could be smell or playing the bagpipes badly, that equates to his "disturbing presence" skill. Not sure that 'having a claw' would qualify. Maybe if the claw is rotting?

I think you will still see some people take an Ooligan, even if he isn't 100% cost effective. I would probably try him out, once he's available on Fumbbl. I'm not a competitive (or even regular) Goblin Coach though, so I can see why you would want something more substantial.

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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Mon Oct 02, 2017 10:10 pm 
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The problem with current 'Ooligan is not just he is cost ineffective, but that there hardly is reason to have him on a team. FF may win you TRR on a kick off, from time to time, but that's about it. DP may not be that bad if you have it on half of the team, like Nurgle, may discourage passing game a bit; but on a single player.. I fail to see how it's of any use. In some situations, when he'll happen to be around the ball, he may make it a bit harder to handle, that's all. That really doesn't make him appealing to me. He isn't an interesting and funny tactical tool, like bomber, or fanatic, or pogoer. He is sorta a "goblin on steroids", applied in a wrong way. More fluffy than useful. Neither attractive for competitive goblin coaches, nor for those who like their craziness. Yet he adds extra 30k to TV, that's more than half of a bribe.. If at least he would have come with some crazy antics of his own, then he'll surely would see some love from coaches, despite being cost-ineffective.


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Tue Oct 03, 2017 7:22 am 
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New skill Interference on Ooligan.
Once during the game, before your opponent makes a dice roll for a player that is within two squares of the Ooligan, you can declare Interference to give them an additional -1 modifier to the dice roll.

Like the winter inducement card. Something like this. To all dice rolls!!!


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Tue Oct 03, 2017 1:27 pm 
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stashman wrote:
New skill Interference on Ooligan.
Once during the game, before your opponent makes a dice roll for a player that is within two squares of the Ooligan, you can declare Interference to give them an additional -1 modifier to the dice roll.

Like the winter inducement card. Something like this. To all dice rolls!!!

That sounds interesting. But just a mere -1 modifier, once per game, within 2 squares, for extra 30k.. That's VERY situational and limiting. If it's once per game, it should be something more substantial, say, -2, so you would really feel like your action of putting him in a certain tactical position really affects the outcome; or it should be more than once per match. And he needs to keep the current skills, as well, and stay 70k. Then he may start look worth its price, sort of multi-purpose goblin giving you some upper-hand in a small subset of situations.


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Tue Oct 03, 2017 3:04 pm 
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But modifed from Special Play Card to skill.

-1 always within 3 squares. 3+ gfi, 4+ for most dodges.

Sounds balanced


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Sat Oct 14, 2017 1:43 pm 
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So no actual release date or something?

I'm hoping they use it to bring up to date all those things missing from for undead teams (currently...there is no mention of necromancer for undead teams... :roll: ) and add all/most/many of the missing LRB6 star players, especially the more affordable ones...


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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Sat Oct 14, 2017 4:11 pm 
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How do you mean "No mention of Necromancer for Undead teams"? The rules for raising new zombies are included in the Legacy Teams pdf, and in terms of Argue The Call it doesn't matter what other title a Head Coach has the rule is there for all and any team can argue a call.
Genuine question, please tell me what it is here that you'd like to see included, added, or clarified.

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 Post subject: Re: Death Zone season 3, what might be
 Post Posted: Sat Oct 14, 2017 5:56 pm 
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det wrote:
...and add all/most/many of the missing LRB6 star players, especially the more affordable ones...


Just download a copy of the CRP and you have them. Most all tournaments allow them and haven't heard of any leagues disallowing them. My own league allows all of the star players for CRP, BB2016, DZ1, DZ2, all publish ones including many tournament special star (like from Zlurpeebowl, Orclahomabowl and Adepticon).


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