WDYT? I'm looking for a more-fun, less-powerful Khemri team, a somewhat buffed-up Necromantic team, and an Undead team that is kept about where it was or made a shade (no pun intended) better.
Note that other house rules I'm using weaken inducements and make fouling better, both of which will probably favor these teams on the whole (though not necessarily in all instances, of course). There are also "option" rules allowing players to select star players, secret weapons, big guys or extra positionals in exchange for some of the players on their roster. The particulars of these rules are somewhat unfavorable to Khemri and Necromantic teams, but don't have to be (I could easily make the rules very favorable to either team with a simple addition: I just don't know how to balance it out with respect to other teams out there).
1) Make Skellies 40k. (big nerf to Khemri, small nerf to Undead).
2) Allow all teams to take an Apo, but make Apo and Regen an either/or thing (big boost to Undead, smaller boost to Necro, itty-bitty boost to Khemri, small nerf to Orcs, medium nerf to Goblins, who are getting some help from other house rules).
3) No more Necromancer (small nerf to all).
4) Rewrite the Khemri roster, mostly because I hate the names/concepts "Thro-Ra" and "Blitz-Ra." The bump-up in price on the Skel makes it possible to build in better deals on the positionals. Keep the Skels and Mummies, but change Thro-Ras and Blitz-Ras to Tomb Guardians and Tomb Priests. Tomb Guardians would just be Blitz-Ras, but would only be 80k, while Tomb Priests would be Thro-Ras with Hypnotic Gaze and Nerves of Steel instead of Pass and Sure Hands (the idea is that they're priests, not quarterbacks). They could even be AG3 if they're MA5 and 80k, I think, if the skill change leaves them underpowered.
In the LRB5, you can make a Khemri Team with 3 Mummies and 3 RRs, and still afford a nice complement of positionals and maybe even a reserve on 1 million. with these rules, you're choosing between 2 Mummies and 3 RRs, 3 Mummies and 2 RRs or 3 of each and not so many positionals. The ultimate development is somewhat better, but it gives up 50k-70k in TV (well, 100k to 120k with Apoth). In my house rules, inducements are roughly 2/3 the value (you get half the money, but the prices are a bit lower), so that 100-120k feels like 70-80k.
Three questions:
1) Efficient Cause: Am I assessing the balance right, that Khemri are a bit too good, Undead are about right or maybe a shade weak, and Necro are second-tier?
2) Final Cause: Does the totality of the shift presented seem to slightly buff Necro, leave Undead more-or-less where they are, and somewhat nerf Khemri?
3) Material Cause: Does the Tomb Priest sound like a cool replacement for the Thro-Ra?
Rewriting Khemri, balancing Undead-y teams for House Rules
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- mattgslater
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Rewriting Khemri, balancing Undead-y teams for House Rules
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.