Vampire idea
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Vampire idea
just thinking about the vampire team and since blood is so important i was wondering if something along these lines would be workable.
vamps - 7338
thrall - 6337
but the vamps can boost AG/ST for a turn by drinking from a thrall- either the thrall loses its turn/tz or is stunned
probably a very silly/unworkble idea but just wondering what people thought
vamps - 7338
thrall - 6337
but the vamps can boost AG/ST for a turn by drinking from a thrall- either the thrall loses its turn/tz or is stunned
probably a very silly/unworkble idea but just wondering what people thought
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- Joemanji
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I voted "No" for two reasons:
1) Galak and JJ like the current Vampire roster, and so there will be no change whatever is suggested. Especially with relatively no time to playtest it.
2) What use is +1 AG for a turn, when moving next to the Thrall comes at the end of your action?
1) Galak and JJ like the current Vampire roster, and so there will be no change whatever is suggested. Especially with relatively no time to playtest it.
2) What use is +1 AG for a turn, when moving next to the Thrall comes at the end of your action?
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why would you have end your turn beside the thrall - i meant for it to either be at the start of a turn when the vamp was already beside a thrall or move a square or two , drink, then continue the move using the boosted stats
thinking about it a bit more it would probably be useful to keep the bonus for your turn and the opponents , woul this be too much?
and I know its not goin to happen in any official way, I was just curious what people would think of the idea as a house ruled team.
thinking about it a bit more it would probably be useful to keep the bonus for your turn and the opponents , woul this be too much?
and I know its not goin to happen in any official way, I was just curious what people would think of the idea as a house ruled team.
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Why does every rule change suggestion have to be implemented right now or not at all?Nazgit wrote:1) Galak and JJ like the current Vampire roster, and so there will be no change whatever is suggested. Especially with relatively no time to playtest it.
The part of the biting the thrall at the end of the action is hardly written in stone.Nazgit wrote: 2) What use is +1 AG for a turn, when moving next to the Thrall comes at the end of your action?
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- Tritex
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A bit silly and it just mixes things up more. I voted no for this reason! 

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- Shaggy
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I read it that the Vamp would bite the thrall before each action to gain the boost.
And I find it interesting. Leaving aside the "what about changing the vamps to this?" part and looking at "could a team work this way?"
I am still thinking about it.. I don't think it is "unworkable."
1. the Bite would now be a free action (would have to be) unless we are pumping for the drive and not the turn. I'm not sure I'm keen on that mechanic. But I don't see why it wouldn't work.
2. Stock this team would be better to a degree I think with no negatrait vamps and Move 7 + av 8.
3. Thralls would stay the minions subservant to vamps by having to move near them to provide the "boost" that the vamp desires.
4. The positional limits would need spelled out for me to further analyze. I think just 4 vamps wouldn't be enough though I don't think I'd play more than 4/5 on pitch at once.
Anyway, I don't think it is a s bad as it sounds to some people, send me a pm if you play by e-mail and we'll give it a test run or two.
And I find it interesting. Leaving aside the "what about changing the vamps to this?" part and looking at "could a team work this way?"
I am still thinking about it.. I don't think it is "unworkable."
1. the Bite would now be a free action (would have to be) unless we are pumping for the drive and not the turn. I'm not sure I'm keen on that mechanic. But I don't see why it wouldn't work.
2. Stock this team would be better to a degree I think with no negatrait vamps and Move 7 + av 8.
3. Thralls would stay the minions subservant to vamps by having to move near them to provide the "boost" that the vamp desires.
4. The positional limits would need spelled out for me to further analyze. I think just 4 vamps wouldn't be enough though I don't think I'd play more than 4/5 on pitch at once.
Anyway, I don't think it is a s bad as it sounds to some people, send me a pm if you play by e-mail and we'll give it a test run or two.
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i guess it might be a good idea to try and flesh this out slightly
1/ the "bite/feed" action would be a free action a vampire could make at anypoint in its action.. At first i thought abut making it a square of movement but this would cause trouble on a block action.
what consequence do people think is best? My first idea is that a thrall can only be bitten once per turn, this would count as his action for that turn. a D6 roll maybe where if a 1 is rolled the vampire has overfed and its a straight injury roll on the thrall and turnover.
could a vampire feed more than once per turn with an increased risk of an thrall injury/turnover, say 4+ , then 6+
2/ positional limits - 0-16 thralls .this is fairly standard
for the vamps I was thinking 0-8. for this my thinking was the stat line of 7338 with no skills is far from outstanding on its own for a teams main player and if you have too many vamps then there are not enough thralls to provide a boost.
skill access - no change thalls G / sap. vamps GSA / p
I think any bonuses would last until the start of the vampire coach's next turn. maybe this is too powerful though. could make stalling very powerful with toomuch ST4.
I have no idea how much to charge per player. Can anyone sugest reasonable values?
any suggestions/improvements are gratefully received.
1/ the "bite/feed" action would be a free action a vampire could make at anypoint in its action.. At first i thought abut making it a square of movement but this would cause trouble on a block action.
what consequence do people think is best? My first idea is that a thrall can only be bitten once per turn, this would count as his action for that turn. a D6 roll maybe where if a 1 is rolled the vampire has overfed and its a straight injury roll on the thrall and turnover.
could a vampire feed more than once per turn with an increased risk of an thrall injury/turnover, say 4+ , then 6+
2/ positional limits - 0-16 thralls .this is fairly standard
for the vamps I was thinking 0-8. for this my thinking was the stat line of 7338 with no skills is far from outstanding on its own for a teams main player and if you have too many vamps then there are not enough thralls to provide a boost.
skill access - no change thalls G / sap. vamps GSA / p
I think any bonuses would last until the start of the vampire coach's next turn. maybe this is too powerful though. could make stalling very powerful with toomuch ST4.
I have no idea how much to charge per player. Can anyone sugest reasonable values?
any suggestions/improvements are gratefully received.
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- Shaggy
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7 3 3 8 with GAS / p and 1 skill you mean. We have to give him a skill to make this "work" (describe the mechanic and say these guys can, but no one else does this. For now I guess 100k ? 7 3 3 8 Block is a human blitzer for 90k. I gotta think this skill is worth the loss of block and 10 k. ?
(Not mentioning the ag chart)
I propose "Bite" (just to hold space a better name is out there I'm sure - and of course the wording can be fixed fleshed out I'm just trying to lay out what we will allow and not allow.
"Bite" -Extrordinary
A player with this skill may at anytime during an action bite on an adjacent standing thrall to gain either +1 ST or +1 AG for the remainder of this turn and all of the next opposing team's turn. When a thrall is bitten, he immediately falls prone and is unable to act this turn even if not already done so. This is not a turn over unless the thrall was holding the ball.
0-16 6 3 3 7 G / asp 40k
0-8 7 3 3 8 Bite GAS / p 100k
re-rolls 70 for no other reason than that is where they were.
This costing allows a 8 thrall 4 vamp 4 reroll start with no extras..... (Which I think isn't bad at all.)
What do you think ?
If you make the thrall go prone (and not be able to stand this turn) it's a fairly steep penalty I think and prevents multiple use of a single thrall.
I'm not in favor of multiple feeds for the same thing. (+2 st) and don't think I like even +1 st &+1 ag in one turn without a negetrait or bigger penalty. And definatelty (for me) no carry over until next turn.
of course just tossing out my interpretation/ thoughts and all of it might change due to play testing. Hmm, I wonder who I can talk into playing against this?
(Not mentioning the ag chart)
I propose "Bite" (just to hold space a better name is out there I'm sure - and of course the wording can be fixed fleshed out I'm just trying to lay out what we will allow and not allow.
"Bite" -Extrordinary
A player with this skill may at anytime during an action bite on an adjacent standing thrall to gain either +1 ST or +1 AG for the remainder of this turn and all of the next opposing team's turn. When a thrall is bitten, he immediately falls prone and is unable to act this turn even if not already done so. This is not a turn over unless the thrall was holding the ball.
0-16 6 3 3 7 G / asp 40k
0-8 7 3 3 8 Bite GAS / p 100k
re-rolls 70 for no other reason than that is where they were.
This costing allows a 8 thrall 4 vamp 4 reroll start with no extras..... (Which I think isn't bad at all.)
What do you think ?
If you make the thrall go prone (and not be able to stand this turn) it's a fairly steep penalty I think and prevents multiple use of a single thrall.
I'm not in favor of multiple feeds for the same thing. (+2 st) and don't think I like even +1 st &+1 ag in one turn without a negetrait or bigger penalty. And definatelty (for me) no carry over until next turn.
of course just tossing out my interpretation/ thoughts and all of it might change due to play testing. Hmm, I wonder who I can talk into playing against this?
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- Joemanji
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Another way of making this mechanism work would be for the Thrall to take the action ... i.e. do nothing that turn other than offer himself up to be bitten.
That said, I like the 7338 statline in principle, but think this would be quite fiddly. I would be more than happy with a Vamp team that looked like this:
0-16 Thralls 6337 @ 40K {G}
0-6 Vampires 7338 Regen, HypnoGaze @ 100K {GAS}
Re-rolls @ 70K
you could even bump the Thralls up to AV8 for 50K, perhaps.
That said, I like the 7338 statline in principle, but think this would be quite fiddly. I would be more than happy with a Vamp team that looked like this:
0-16 Thralls 6337 @ 40K {G}
0-6 Vampires 7338 Regen, HypnoGaze @ 100K {GAS}
Re-rolls @ 70K
you could even bump the Thralls up to AV8 for 50K, perhaps.
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- duff
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I think it's a reasonably elegent way of addresing the "Crack addict" vamp problem.
It keeps the bite, makes the vamps able to pull off the high stat tricks that vamps in all the legends do and dosn't seem unwieldy. The thrall slumping to the ground works as a mechanism. It should add interest to the bite choice by removing tackle zones and makeing the thrall stand up. It may even be worth allowing 2 bites for the same stat - your vamp has str 5, but you have 2 less players standing so free up your opponent on their turn, and there are no Big'uns, so a coupel of str 5 on this team at times may not be OTT at the price.
Stalling with str 4 strikes me as a non option with the Thrall on the floor rule. You won't have enough standing players to do that safely unless you surround your standing players with squares occupied by bodies.
It keeps the bite, makes the vamps able to pull off the high stat tricks that vamps in all the legends do and dosn't seem unwieldy. The thrall slumping to the ground works as a mechanism. It should add interest to the bite choice by removing tackle zones and makeing the thrall stand up. It may even be worth allowing 2 bites for the same stat - your vamp has str 5, but you have 2 less players standing so free up your opponent on their turn, and there are no Big'uns, so a coupel of str 5 on this team at times may not be OTT at the price.
Stalling with str 4 strikes me as a non option with the Thrall on the floor rule. You won't have enough standing players to do that safely unless you surround your standing players with squares occupied by bodies.
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One problem I see is that you'll have to remember which vamps drank blood even in your opponents turn.
Because of this, I suggest the following stats instead:
Vampire 4/4/4/8 G,A,S Reg, HG, Bloodlust
Bloodlust: Biting a standing thrall gives you two extra points of movement. A vampire can bite any number of thralls per turn.
Since movement has no meaning in the opposing team's turn, you can forget if a vampire drank blood once their action ends.
Because of this, I suggest the following stats instead:
Vampire 4/4/4/8 G,A,S Reg, HG, Bloodlust
Bloodlust: Biting a standing thrall gives you two extra points of movement. A vampire can bite any number of thralls per turn.
Since movement has no meaning in the opposing team's turn, you can forget if a vampire drank blood once their action ends.
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I dont like that concept, and not for nothing but i kind of dont understand why the new concept of vampire lords being taken out of the vampire team lists happened either, when if you buy a vampire team from GW, you get a vampire lord anyway....(?) its just wierd. this list isnt all that much better of an idea either if you ask me.
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- duff
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