Bring Back the Creepers

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Dark Lord (retired)

Post by Dark Lord (retired) »

Interesting., I edited this post while I fought with the site and it seems to have instead posted it 3 times. :roll:

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Dark Lord (retired)

Post by Dark Lord (retired) »

This one too.

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Dark Lord (retired)

Post by Dark Lord (retired) »

Galak wrote:If you thought Stunty teams got beat senseless .. this team would be a fast graveyard waiting to happen.
Dark Lord wrote:Exactly!
8)

they would take loads of casualties but they could score up and down. The goblins are cheap and easy to replace, they are allowed 6 GR's to compensate the mortality rate there.
The likelyhood that this team could develop and maintain 6 uber-rats of the gutter runner persuasion is slim to none. And if they did I'd say they were well earned.

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Dave
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Post by Dave »

Id like something int he direction of:

0-12 gobs
0-6 skaven lineman.

may trade two linemen for one skaven position

no BG's

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Darkson
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Post by Darkson »

My fav would be:

0-12 Goblins
0-2 Storm Vermin
0-2 Skaven Throwers
0-2 Skaven Linemen

Though I'd prefer some sort of goblin catcher position, but I know that's not going to happen. Goblins down to 0-8, goblin catchers 0-4.

Goblin catcher 6/2/3/7 Dodge, Catch, Stunty Agilty only 50k

RR 70k, NO BG access, SP Skaven (no headsplitter), goblin or Thrudd.

Secret weapons? Oh yeah! :D

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Post by Mestari »

Darksons list looks good. Wouldn't mind that one.

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Post by Xtreme »

anything without gutter runners or big guys looks good to me.

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Post by Thadrin »

The old second ed. creepers were *pulls "Star players" off the shelf beside him* 2 Blitzers, 2 throwers, 2 Mutants (one fast, one fat) and ten goblins including 4 catchers.

I'd prefer Darkson's roster to anything else that has so far been proposed with that in mind.

For what its worth, the old special rule :
Roll D6 after each TD, add 1 if the creepers are losing. on 6 or more a fight breaks out and one randomly chosen, fit player is injured. Roll on the injury table.

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Post by Dave »

I agree here, though I would still like the 'trade lineman for skilled player' thing

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Post by BlanchPrez »

Dave wrote:I agree here, though I would still like the 'trade lineman for skilled player' thing
I'm with Dave on this one. Trade up to two linerats for positional players. It lets you vary the roster a little, but without making it look like a Skaven roster with gobo's thrown in.

I also like the looks of that original special rule.

Chris

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Post by darthnoir »

Darkson wrote:My fav would be:

0-12 Goblins
0-2 Storm Vermin
0-2 Skaven Throwers
0-2 Skaven Linemen

Though I'd prefer some sort of goblin catcher position, but I know that's not going to happen. Goblins down to 0-8, goblin catchers 0-4.

Goblin catcher 6/2/3/7 Dodge, Catch, Stunty Agilty only 50k

RR 70k, NO BG access, SP Skaven (no headsplitter), goblin or Thrudd.

Secret weapons? Oh yeah! :D
Aside from the Goblin catcher (I'd prefer just keeping it simple with regular goblins) I like this roster. Couple that with this special rule:
Thadrin wrote: For what its worth, the old special rule :
Roll D6 after each TD, add 1 if the creepers are losing. on 6 or more a fight breaks out and one randomly chosen, fit player is injured. Roll on the injury table.
Once something resembling a consensus is reached, if no one else is interested, I would be willing to write up an article for the BBMag siting TBB as the author.

I think this has a good chance of at least getting listed as "Experimental" as no new minis would need to be made (unlike the Slann or the Troglodytes)

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Post by GalakStarscraper »

I could live with Darkson roster ... no Goblin catchers please.

But I still think that you should go with Physical access on the Goblins and the infighting rule that Thradin pointed out from 2nd edition:

Roll D6 after each TD, add 1 if the creepers are losing. on 6 or more a fight breaks out and one randomly chosen, fit player is injured. Roll on the injury table.

Galak

This one is more accurate to 2nd edition even if DL's looks more fun.

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Post by Darkson »

I'm not sure where you're going on this "phys for gobbo's" thing, Galak. Looking in my old "Starplayers" book, only Ch humans, CD's and Skaven had mutants, and the Creepers definetly didn't have mutant gobbo's on the team.

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Post by Darkson »

Oh, and sorry, I meant to post the original in-fighting rule in the team list above but forgot :oops: . Thanks to thads for posting it.

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Post by Darkson »

And just out of interest for future team building ideas, why is this player so bad?

Goblin Catcher 6/2/3/7 Dodge, Catch, Stunty, Agility access only, 50k


Is it the cost? If so, would 60k be better? If not cost, then what?

I'm not getting defensive (I'm not really bothered), just wondered whats so bad about it.

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