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Re: Chaos Power teams

Posted: Sun Feb 19, 2012 11:42 pm
by zerodemon
@Chris, I meant to respond to you, but forgot. We tested out the wizard idea. While fluffy, it just seemed too clunky and a bit unbalancing when played alongside the fact that other teams may only take a team wizard as an inducement. Discounting the inducement was batted around but, alongside all the other special rules the Tzeentch team demands, it was deemed by our whole gaming group to be untenable.

I appreciate where you're coming from. We considered a Flamer before as a Bombadier type player (kind of an analogue to the wizard idea,) but it's too overpowered in a chaos team to take as a standard player. Also, the NAF rule strictly prohibit the presence of any wizard on the pitch, and I wouldn't want to annoy the NAF officials.

@mubo We said that same thing just last night. We may add it alongside Pile On. We thought it was a pretty elegant move too :D

Re: Chaos Power teams

Posted: Wed Feb 22, 2012 12:10 am
by zerodemon
Beastman and modified Amazon team added to the document. Both are works in progress. Amazons no longer have basic general skill access, with agility skill access across the board. This mostly prevents blodge spammage.

The Wild Women will likely be removed. We're testing them on Thursday night alongside the Beastmen (who right now are a little basic and "human-y." As always, if you have the team, give them a playtest and tell me what you think.

Tell me what you think of the "Growing In" rules for Ungor Runners.

Re: Chaos Power teams

Posted: Sat Mar 17, 2012 10:05 pm
by zerodemon
Uploaded our final revision before we start the Dungeonbowl league. 16 teams all told and all 5 teams represented.

These rosters won't be changing until the end of the Dungeonbowl season now, though we will be taking notes all the way and changing them once the league is over.