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Vamp the Necros?
Posted: Thu Sep 20, 2007 1:41 am
by Digger Goreman
Word is the Necros need a boost and the Vamps just... errrr... SUCK!
What would be the implications of expanding the Necro team with
0-2 Vampires
and
0-4 Thralls

Posted: Thu Sep 20, 2007 1:58 am
by mattgslater
Thralls bring too much Agility unless you take out the Ghouls and Wights, and that's no fun either.
If you're going to include Vamps on a Necro team, either find another anti-skill (say Loner, an OFAB variant, and a cost increase), or change Bloodlust to "another player" instead of "a Thrall."
Posted: Thu Sep 20, 2007 3:30 am
by bouf
The Necros are good now that they have made some changes...
I'd give the Golems M access on doubles and leave off teh Vamps.
Posted: Thu Sep 20, 2007 8:27 am
by Pil
This still wouldn't help the vampire team unfortunately

Posted: Thu Sep 20, 2007 1:58 pm
by stashman
I think 60K rerolls and Flesh Golems @ 100K is a good boost.
But the werewolf should be given Strength access too.
Then you can build your werewolf like a killer or a scorer.
Posted: Fri Sep 21, 2007 1:20 am
by Little_Rat
put Zombies back to 30k ^^ which craphead thought about raising the costs ^^ and Vampires are good as they are right now ^^ There is no need to improve them
Posted: Fri Sep 21, 2007 1:31 am
by Digger Goreman
I'm gonna guess that Zombies were raised to 40k because no one would take skeletons over zombies at the same costs....
Still, yeah, they're overpriced for sure....
Posted: Fri Sep 21, 2007 8:08 am
by Darkson
Necros got hit because the Undead team needed Zombies to go to 40K, and according to JJ it's to
confusing to have the same player having different costs on different rosters.
Just tell JJ where to stick his views on the intelligence of the average BB player

, and move the Necro zombies back to 30K.
Posted: Fri Sep 21, 2007 11:24 pm
by bouncergriim
Instead of thralls the Vamps have to bite a ghoul. that way it affects the team more and really makes you think, do I want to kill a ghoul possibily. No throw away thralls for easy AG access for non positionals.
Posted: Fri Sep 21, 2007 11:53 pm
by mattgslater
Still too much agility.
I'm fine with Zombies at 40k, and I think Skeletons should be 40k too (personally, given equal price I'd buy Skels as my third and later Skel/Zombie purchases). Then do something that helps Necro and Undead teams without benefitting Khemri so much. That's how to balance those teams.
That Apoth thing (allow an Apoth on any team, make Apoth and Regen either-or) is in fact perfect there: it brings extra oomph to the Undead and Necro rosters by protecting Ghouls, but it isn't a very good deal for Khemri (comparable to being able to hire Igor; better than nothing, but not something you'd rush out and start with).
Posted: Mon Oct 22, 2007 3:46 am
by datalorex
bouncergriim wrote:Instead of thralls the Vamps have to bite a ghoul. that way it affects the team more and really makes you think, do I want to kill a ghoul possibily. No throw away thralls for easy AG access for non positionals.
WFT? I don't think ghouls have blood. And come to think of it, I'm not sure zombies do either..
Posted: Mon Oct 22, 2007 4:03 am
by datalorex
stashman wrote:I think 60K rerolls and Flesh Golems @ 100K is a good boost.
But the werewolf should be given Strength access too.
Then you can build your werewolf like a killer or a scorer.
I think the WW having ST skills is a little much, but I do support the lowering costs of FG and RRs. With the reduction in price you could field this lineup at 1 mil...
2 FG
2 WW
2 Wights
5 zombies
3 RR
THAT is a great lineup. And if you really want Ghouls, you can trade 2 Zombies and a RR for 2 Ghouls. How can a Necro player argue about that starting lineup?
Posted: Mon Oct 22, 2007 6:03 am
by GalakStarscraper
datalorex wrote:WFT? I don't think ghouls have blood. And come to think of it, I'm not sure zombies do either..
Oh yeah they have blood. Ghoul are not actually dead. In fact ... straight from the LRB 5.0 Handbook edition page 52:
2468 - Realising his team needs more speed, Tomlandry adds
some fresh blood (actually it’s the team's first actual blood)
to the team by hiring a pair of cannibalistic Ghouls. While
Ghouls are not actually dead, the Champions find they now
have a true running game. In addition, the team is now
captained by Ramtut III, a rediscovered mummy of an
original Blood Bowl player from eight thousand years ago.
With this combination of new players, the Champions storm
to victory against the Vynheim Valkyries at Blood Bowl VI.
Posted: Mon Oct 22, 2007 9:01 pm
by datalorex
GalakStarscraper wrote:datalorex wrote:WFT? I don't think ghouls have blood. And come to think of it, I'm not sure zombies do either..
Oh yeah they have blood. Ghoul are not actually dead. In fact ... straight from the LRB 5.0 Handbook edition page 52:
2468 - Realising his team needs more speed, Tomlandry adds
some fresh blood (actually it’s the team's first actual blood)
to the team by hiring a pair of cannibalistic Ghouls. While
Ghouls are not actually dead, the Champions find they now
have a true running game. In addition, the team is now
captained by Ramtut III, a rediscovered mummy of an
original Blood Bowl player from eight thousand years ago.
With this combination of new players, the Champions storm
to victory against the Vynheim Valkyries at Blood Bowl VI.
Interesting. I never thought of a ghoul as a being with blood. I always thought of them as being ghostly. Wikipedia says that Ghouls are dessert dwelling demons (or types of Jinns) in Arabain mythology. But it's good that I know the back story of the ghouls from Blood Bowl.
Posted: Mon Oct 22, 2007 9:11 pm
by Joemanji
A ghoul in GW fluff is a man who developed the taste for human flesh and descended into subhuman behaviour.