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Bring Back the Creepers
Posted: Tue May 13, 2003 4:42 pm
by Devante
i've long been a fan of the Underworld Creepers from the 2nd edition, and was just wondering if it was ever likely they would be reinstated into the 4th ed.
I've seen the rules that were in citadel journal 7 which can be found here
http://www.blood-bowl.net/OtherTeams/Un ... epers.html but they just don't seem the same as the crazy 2nd ed. they need more gobbo's for a start.
Well i'm just trying to generate some hype so they might make it to experimental rules someday, anyone got any ideas on what a new underworld creepers team could be like ?

Posted: Tue May 13, 2003 4:44 pm
by Skummy
I think someone posted a viable version of them with allies rules a month or two back.
Posted: Tue May 13, 2003 4:45 pm
by Devante
Show me the Money !
Posted: Tue May 13, 2003 4:50 pm
by Skummy
Here we go. It was Thadrin's post, about halfway down the first page.
viewtopic.php?t=3590
Posted: Tue May 13, 2003 4:52 pm
by Dark Lord (retired)
Code: Select all
0-12 Goblins 40,000 6 2 3 7 Right Stuff, Dodge, Stunty
0-6 Gutter Runners 80,000 9 2 4 7 Dodge
0-4 Clan Rats 50,000 7 3 3 7 None
Re-roll counter: 80,000 gold pieces each
What do ya think?
Posted: Tue May 13, 2003 4:55 pm
by Devante
6 Gutter Runners ? thats madness isn't it ?
6 clan rats maybe
Posted: Tue May 13, 2003 4:58 pm
by Dark Lord (retired)
6 gutter runners who have no one to protect them or to throw to them.
You could have one or two develop as passers but they would need doubles to even get the pass skill.
The Clan Rats are limited to 0-4 because of their ST3. This way there are not enough blockers for the receivers.
The majority of the team is ST 2. They will get flattened...a lot!
Posted: Tue May 13, 2003 5:03 pm
by Grumbledook
um you can use a gutter runner as a thrower
Posted: Tue May 13, 2003 5:05 pm
by Dark Lord (retired)
Yes i know. BUt like I said, he has no pass skill and would need doubles to get it.
Then when he throws the ball he has to throw to GRs who are protected by ST 2 goblins. Not only that but 80K rerolls hurt too.
Posted: Tue May 13, 2003 5:06 pm
by Devante
any reason why the rerolls are a whooping 70k ?
Posted: Tue May 13, 2003 5:08 pm
by Skummy
Huh. The original Creepers on Galak's site
http://www.midgardbb.com/OtherTeams/Cha ... eepers.htm didn't have any gutter runners or big guys, but they did have positional Skaven players. Perhaps something like:
0-8 Goblins 6 2 3 7 (Dodge, Stunty, Right Stuff, Fragile) 40k A
0-4 Linerats 7 3 3 7 50k G, Ph
0-2 Throwers 7 3 3 7 Sure Hands, Pass Pa, G, Ph
0-2 Storm Vermin 7 3 3 8 Block G, S, Ph
Rerolls 60k, Thrud and Goblin Star Players only.
I'm tempted to give them a Troll big guy, just so they'd be able to pitch around the Gobbos.
Posted: Tue May 13, 2003 5:11 pm
by Dark Lord (retired)
Actually that was a typo. They should be 80K
I never really like the MBBL2 version. The storm vermin bother me and throwers + goblins just are a bad idea. I'd rather see a team that had a long shot offense and no defense.
When I think of the Underworld Creepers I think of fast players who are hard to catch...like little bugs.
Posted: Tue May 13, 2003 5:17 pm
by Devante
80K !!! but surely teams that suck should get cheap re-rolls ?
Posted: Tue May 13, 2003 5:19 pm
by Devante
Skummy wrote:
0-8 Goblins 6 2 3 7 (Dodge, Stunty, Right Stuff, Fragile) 40k A
0-4 Linerats 7 3 3 7 50k G, Ph
0-2 Throwers 7 3 3 7 Sure Hands, Pass Pa, G, Ph
0-2 Storm Vermin 7 3 3 8 Block G, S, Ph
Rerolls 60k, Thrud and Goblin Star Players only.
I'm tempted to give them a Troll big guy, just so they'd be able to pitch around the Gobbos.
That sounds more like it
maybe 0-12 gobbos though and 0-6 Linerats gives you a few more play options that way
Posted: Tue May 13, 2003 5:23 pm
by Dark Lord (retired)
With 6 AG 4 players they don't need many rerolls and no, the teams that suck (and mixed race teams) get the more expensive re-rolls because they don't practice well together.
Still don't like the storm vermin on the roster. This team should not get strength skill access.