Yes, I'm aware of the fluff, chose and play the team on that basis. Basically I just wanted to do the conversions, especially the Snotling cheerleaders, and already had the painted Trolls. It helps to have a soft team in the league and I've been quite happy losing all the games - which as a relatively new player I figure would have happened anyway - and it helps some of the more fragile egos to have at least one team they will always kick the stuffing out of....Check the fluff...
Nonetheless, fluff is just fluff. There is no logical gaming reason for deliberately reducing the number of viable team options. There are financial advantages to not dividing the range and design time but there is no excuse for the players not wanting to make as many viable teams as possible.
Snotlings stink but they gain compensation from weight of numbers. They occassionaly even manage advances but have only an armour value of 5 to defend them with. The only thing they do well is Dodge. You can sustain a team but they don't really ever learn much... at least not for long if people lay into them properly. I find the bigest problem is that players do not adjust their tactics AT ALL when playing against them.
The limiting factor on Snotling team development should be their fatality rate, that in a league situation they advance more slowly, not fundamental discrimination on a Team Rating for Team Rating basis. 150 points of Snotlings should be a roughly even match for 150 points from any other roster.
---Steven