THE HUMAN LEAGUE (Not the 80's Band); {LONG}

Got a great idea and/or proposal for BloodBowl?

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THE HUMAN LEAGUE (Not the 80's Band); {LONG}

Post by tommy316 »

After reading the “Clan Bowl” and “Worlds Edge Superleague” articles from the BB mags. I decided to try and figure out what a human league would be like. Here is what I’ve got so far.
DESIGNER NOTES:
1.) I didn’t want to do a “Pub League”; I WANTED EACH TEAM TO HAVE A SLIGHTLY DIFFERENT FLAVOR.

2.) I kept the roster format similar to the human roster, so the Norse and Amazon could be added without change.

3.) I tried REALLY hard not to create any new skills.

4.) Some of the positions are just name changes (ie: Youngblood Linemen, etc.,etc.)

HERE’S WHAT I HAVE FOR A FIRST DRAFT:
(Please any CONSTRUCTIVE suggestions welcomed)

The Human League (not the 80’s band)
Or
The NHL (National Human League)

Averlanders
0-12 Youngblood Linemen(50k) 6 3 3 8 None GEN
0-4 Bergjaeger Catchers(70k) 8 2 3 7 Catch, Sure Feet GEN, AG
0-2 Captain Throwers (70k) 6 3 3 8 Pass, Sure Hands GEN, AG
0-4 Mountain Guards(100k) 7 3 3 8 Block,Guard GEN, ST
NO BIG GUYS ; but
0-4 Halfling Allies 30k 5 2 3 6 Dodge, Stunty, Right Stuff AG

Normal Wizard and Apothecary Rules, PLUS they may hire a Halfling Master Chief (if they have a Halfling on their roster).
ReRolls: 60k

Ostlander
0-12 Kin Linemen(40k) 6 3 3 7 None GEN
0-2 Blood Brother Throwers(70k) 6 3 3 7 Pass, Sure Hands GEN, PASS
0-4 Jaeger Catchers(70k) 8 2 3 7 Catch, Foul Odor (Appearance) GEN, AG
0-4 Ruffians(90k) 7 3 2 8 Block, Liquid Courage (Dauntless) GEN, ST
BIG GUY:
0-1 Ogre(120k) 5 5 2 9 Mighty Blow, TTM, Thick Skull, Bonehead, Big Guy GEN, ST

No Wizard or Apothecary, instead the get a Priest of Taal for 100k. A Priest can perform the one of follow spells;
1.) Stag’s Leap: One player gets +1 MV for a half
2.) Bear’s Claw: One player gets +1 ST for a half
3.) Fox Foot: One player gets +1 AG for a half
4.) Summon Squirrels: The priest summons a sworm of squirrels to attack any opposing player on the pitch. Crawling inside his pads and biting and scratching the player. Consider it like a block by a ST 3 player.
5.) Tanglefoot: The opposing team is slowed to half speed for 1 turn. Divide there MV in half for the turn (round up).
Priest also act as Apothecary , supplying the Blessed Ale to the team. (works the same as normal Apothecary rules).
Preist is the teams Wizard and Apothecary in one.
ReRolls: 50k
***** Ostlanders are not used to having money and spend it as soon as they get it, they must spend 90% of their treasury before the next game.

Reiklanders
0-12 Youngblood Linemen(50k) 6 3 3 8 None GEN
0-4 Catchers (70k) 8 2 3 7 Catch, Dodge GEN, AG
0-2 Throwers (70k) 6 3 3 8 Pass, Accurate GEN, PASS
0-4 Champion Blitzers (90k) 7 3 3 8 Block GEN, ST
BIG GUY:
0-1 Ogre (120k) STANDARD OGRE RULES

Normal Wizard and Apothecary rules
ReRolls: 50k

Marienburgers 0-12 Youngblood Linemen (60k) 6 3 3 9 None GEN
0-4 Catchers (80k) 8 2 3 8 Catch, Dodge GEN, AG
0-2 Throwers (80k) 6 3 3 9 Pass, Sure Hands GEN, PASS
0-4 Blitzers (110k) 7 3 3 9 Block, Dirty Player GEN, ST
BIG GUY:
0-1 Ogre (120k) STANDARD OGRE RULES

Normal Apothecary Rules
Wizard; They have a Warlock that can cast 2 spells per match, but cost 100k
ReRolls: 60k
**** Marienburger teams are very wealthy, the get to start with an extra 20k in their treasury. And get an extra 20% to their match winnings (when they WIN).

Middenheimer
0-12 Youngblood Linemen (60k) 6 3 3 8 Block GEN
0-2 Catchers (70k) 8 2 3 7 Catch, Dodge GEN, AG
0-2 Throwers (70k) 6 3 3 8 Pass, Sure Hands GEN, PASS
0-4 “Wolf” Blitzers (100k) 7 3 3 8 Block, Strip Ball GEN, ST

NO BIG GUYS
WOLF PRIEST (N o Wizard or Apothecary); Same as Priest of Taal- except different spells.
1.) Hammerschlag!: Worked just like Zap!, but it = a block from a ST 5 player with Mighty Blow.
2.) Wolf’s Hunger: Gives one player FRENZY for a half
3.) Bloodlust: One player +1 ST for a half
4.) Wolf’s Foot: One player +1 AG for a half
5.) Wolf’s Legs: One player +1 MA for a half
Wolf’s Bane: Same as Apothecary

ReRolls: 50k

Kislev (credit for team should go to Martin Laerkes and Yahoo group, although altered some)
0-12 Linemen (50k) 6 3 3 8 None GEN
0-4 Winger (80k) 7 3 3 8 Catch, Pass Block GEN, AG
0-4 Cossack Blitzers(90k) 6 3 3 9 Block, Tackle GEN, ST
0-2 Kickers (70k) 6 3 3 8 Kick GEN, KICK

BIG GUY: 0-1 Trained Bear (120k) 5 5 1 9 Mighty Blow, Claws, Big Guy, Really Stupid
***** Animals are normally against the rules of Blood Bowl, but that doesn’t stop a Kislev coach from trying to sneak one on the pitch from time to time. Just like a secret weapon, make a penalty roll and on an 8+ the ref sends the Bear off the pitch for the rest of the game. Of course, no ref in his right mind would try and confiscate the Bear (what would he do with it; maybe a rug?) so the Bear still remains on the roster if sent off.

Wizards/ Apothecary: Normal
Rerolls: 50k

Brettonian (I really don’t want to start this debate; I should just leave them out)
0-12 Peasant Linemen (40k) 6 3 3 7 None GEN
0-4 Squire Catchers (70k) 8 2 3 7 Catch, Dodge GEN, AG
0-2 Squire Thrower (70k) 6 3 3 8 Pass, Sure Hands GEN, PASS
0-4 Knights (110k) 6 3 3 9 Block, Stand Firm, Leader GEN, ST
BIG GUY:
0-1 White Knight (130k) 6 4 3 9 Block, Stand Firm, Pro, Big Guy
GEN, ST

NO WIZARDDS
Apothecary; Normal
ReRolls: 60k

Norse and Amazon
SAME AS NORMAL TEAM LIST
No Minotaur for Norse

Sisters of the Sigmar
(Credit to Tom Anders and BB mailing list)
SEE GALAK’S TEAM LIST AT www.midgardbb.com
No on-field Spellcaster

Valkyries
SEE GALAK”S TEAM LIST AT www.midgardbb.com
No Snow Trolls

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Post by Jeroen »

I like the idea...

But why not simplify it ??

Ostland :

0-12 Linemen
0-4 Ogre
0-4 Catchers

Averland:

0-12 Linemen
0-4 Blitzers
0-4 Halflings

with the usual stats...

Like the x-tra rules though :wink:

By the way....my first post... :D

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Post by tommy316 »

I thought about keeping it that simple, but then I'd have to modify the Norse, Amazon, Sisterhood, and Valkyrie teams; or excluded them altogether.

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Post by Sushé Wakka »

I've always seen the Middenlanders as brutish brawlers with no self-conservation instinct (the White Wolves Knights march to battle without helmets, for example), so I think the Norse roster fits the Middenland character rather well.
Also, I'd drop the berjaeger catchers in the Averland roster and add the Halflings as the regular "catchers", and the make the throwers "berjaeger" thowers (if i recall correcty, berjaegers were the warband's snipers). Give the Halflings access to GEN skills with no cost increase to show the extra training they receive coached in a human team and it'll be OK.
If the Kislevites use the Kicking rules, I'd consider adding a kicker option to the rest of the teams. Claws on a ST 5 players is insane. I'd consider giving the Bear Bear Hug (which works as tentacles) instead of claws or, since a bear is cuadrupetal, I'd also consider Sure Feet/Sprint.

Where's the Nuln team? I think it could look like this:
0-12 Human linemen
0-2 Human Throwers
0-2 Human Catchers
0-4 Longbeard Blockers
(The artillery college is placed in Nuln, and there is a large Dwarven community stablished in the city, so I think the team would look right that way).
I think you should start with the "TENFTA" (The Empire's Nuffle Football Teams Association) and allow some kislevite teams, instead of trying to join all of the human teams in a league.
Oh, and a last question: The priest of Taal and the Priest of Ulric are permament incorporations to the team or are they freebooters?

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Post by Jeroen »

Middenland/ Middenheim

0-12 Linemen
0-6 Blitzers

Why not simplify it...

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Post by tommy316 »

Sushe'-
Thanks for the suggestions. As for the kickers, well they technically are avialable to all teams, they just have to drop a thrower and pick one up. Kislev just don't have access to throwers. And Bear Hug/ Tentacles is much better than claws.

Jereon-
I wanted the Amazon and Norse teams to fit in- that's why the teams are of the 12-4-4-2 variety, instead of a 12-6 line-up.

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Post by Sushé Wakka »

tommy316 wrote:Sushe'-
Thanks for the suggestions. As for the kickers, well they technically are avialable to all teams, they just have to drop a thrower and pick one up. Kislev just don't have access to throwers. And Bear Hug/ Tentacles is much better than claws.
So you're using the Annual's Kicking rules. I thougth you were using the kicking ruleset described in Galak's site (in the MBBL section), which is the latest revision of the rules if I remember correctly.

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Post by Sushé Wakka »

I've reread your teams, and I believe that you're basing them a bit too much in the Mordheim background. I think you should look to te Empire background. Let me show you what I mean:
The province of Reikland holds the State-city of Altdorf and teh State city of Nuln. The Engineer's College is placed in the former and the Artillery school is placed in the latter. This institutions attract the most Radical Dwarf Engineers, who are explused from the Dwarf's Engineers' Guild. So, Reikland holds the largest dwarven community in the Empire. This has influenced their teams and playing style (apart that they couldn't deny a bunch of rabid dwarves the chance to play Blood Bowl!). The teams in from this province and State-cities look like:
0-12 Linemen 50,000 6 3 3 8 No skills; GN access.
0-2 Throwers 70,000 6 3 3 8 Pass, Sure hands; GN, PS access
0-4 Longbeard Blockers 70,000 4 3 2 9 Block, tackle, Thick Skull; GN, ST access
0-4 Blitzers 90,000 7 3 3 8 Block; GN, ST access
RR cost: 40,000 gp
Regular Apothecary rules. They can't hire a wizard if there are longbeard in the roster.
As you see, this roster gains a hitting edge humans don't have, but they have to sacrifice the higher MA and AG access of the catchers. Also, the discipline from Reikland is noticeable in their cheap rerolls, but they must pay losing their access to a wizard and big guy.

Averland and Stirland are provinces who share borders with the Moot, the homeland of teh halflings. Most Averlander and Stirlander teams allow their short neighbours to play in their teams, and the Halflings who succeed through the selection Draft these teams make are excepcionally skilled players (well, they're more skilled than the regular halfling player!). The teams from these provinces are like this:
0-12 Linemen 50,000 6 3 3 8 No skills; GN access.
0-2 Throwers 70,000 6 3 3 8 Pass, Sure hands; GN, PS access
0-4 Halfling Catchers 30,000 5 2 3 6 Dodge, Stunty, Right Stuff; GN, AG access
0-4 Blitzers 90,000 7 3 3 8 Block; GN, ST access
0-1 Ogre 120,000 5 5 2 9 Big Guy, Bonehead, Mighty Blow, Thick Skull, Throw Teammate; GN, ST access
RR cost: 60,000
Regular apothecary. May hire a Halfling Master Chef instead of a wizard if there are Halfling in the roster (but may not hire both Chef and wizard for the same game)
This team loses the speed of the Catchers, but it can start with a larger roster, and freebot the cheapest line fodder in the game. And they must pay their oneturning chances with a higher reroll cost.

The tough, battling people of Middenland has theh well earned reputation of being fierce fighters, who throw themselves to the heat of the battle without care of their own safety. This translates into a very aggresive playing style in the Blood Bowl field, and into their strange habit of taking the field without helmets and wearing light armours. In gameplay terms, the Middenlanders use the Norse Roster, but they can't field Minotaurs.

The people of Ostland live isolated from the rest of the Empire due to the natural barriers of the Forest of Shadows and the Middle Mountains. In fact, they share more cultural bonds with the Kislevite nation. Specially, both people share their hate to Chaos, and it is always Ostalnd the first of the provinces that helps Kislev in their battles angainst the menace of the north. They've been battling togheter for so long that they share the same principe of "not losing" over winning at all costs. In gameplay terms, Ostland and Kislev teams use the same roster (Martin's Kislevite roster), but the Ostlanders have access to an Ogre and the Kislevites to a Bear (oh, and drop the penalty roll from the bear; that makes the bear overprized).
If you want to further differentiate both rosters, give the Bear the "Trained" negatrait, instead of Really stupid. "Trained" Works like bonehead, but the roll is 3+. After that, we turn the Kislevite head Coach into a Bear Trainer, who has the following special rule:
After both teams have been setup, but before the kickoff is resolved, place the Bear Trainer by one of the sidelines. Any Trained player from his team who is in the chosen Wide Zone may reroll any failed Trained rolls (remember that you may never reroll a reroll). Also, if the Trained player is on such Wide Zone, may use Team Rerolls, but in order to do so it must pass another Trained roll (and this one cannot be rerolled). If the Trained roll fails, the Team Reroll is wasted.

The other imperial provinces should use the regular human roster. And please, keep the nuns off the pitch.

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Post by tommy316 »

I just NOW see this reply!

THANKS, that's the kind of info I was looking for!!!
Some real background on the regions.

Sorry, I like the Nuns- keeping 'em! :D

Thanks again for the input, anything else you may have thought of??

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