Acceptable Halfling Help?

Got a great idea and/or proposal for BloodBowl?

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Assuming that you wanted to improve the halfling team, which concept is most appropriate?

Give them "super" coacing staff?
13
32%
Give them some position halflings?
23
56%
Give them some human players? (the Moot angle).
1
2%
Give them some dryad players? (the treeman/LotR angle).
4
10%
 
Total votes: 41

plasmoid
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Acceptable Halfling Help?

Post by plasmoid »

Hi all,
just wondering.
Please answer based on the premise that you do in fact want to help the halflings.
I'm talking strictly concept here :)
Martin

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Post by Chris »

I can't get past the improve bit

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Post by Chris »

Though i suspose blind deaf drunk humans might play for them.

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Relborn
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Post by Relborn »

Some (like 0-6) Hafling Catchers would be fine ... I wouldn't go further though ...

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Post by McDeth »

Relborn wrote:Some (like 0-6) Hafling Catchers would be fine ... I wouldn't go further though ...
I'd go 0-4

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Post by Thadrin »

I like the "Chef as free HC" idea, and think it's plenty.

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Post by David Bergkvist »

I think that a free master chef is enough, but as a house rule I could go for:

0-4 Halfling Blitzers 80k 6 2 3 6 Gen, Ag Block, Dodge, Stunty, Right Stuff

since some of the halflings models look like typical blitzers IMO. Adding these would make the halfling team more powerful, but not as much as when adding human players.

For the goblin team, I could go for:

0-4 Goblin Dirty Fellaz 60k 6 2 3 7 Gen, Ag Dirty Player, Dodge, Stunty, Right Stuff

After all, goblins can't normally take dirty player, despite the fact that goblins love to foul.

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Post by Dangerous Dave »

A special weapon player:

Pies
Hot Pot

or something else

plus a free (or cheap) master chef.

That's all they need.


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Post by Starblayde »

David Bergkvist wrote:I think that a free master chef is enough, but as a house rule I could go for:

0-4 Halfling Blitzers 80k 6 2 3 6 Gen, Ag Block, Dodge, Stunty, Right Stuff

since some of the halflings models look like typical blitzers IMO. Adding these would make the halfling team more powerful, but not as much as when adding human players.
'Flings with Block AND Dodge shouldn't be standard. They're MayPole Dancers, not WarDancers. A Catcher or Thrower caste (their high BS is WHFB could make this possible) I'd consider

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Post by Skummy »

Chris wrote:Though i suspose blind deaf drunk humans might play for them.
Positional slot: 0-2 Human lineman. Roll a D3 to determine the number of niggles the lineman has when they join the team.

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Post by NightDragon »

I don't think Halflings should get too much of a leg up, but at the same time I don't see why they shouldn't have positional players like virtually every team.

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Post by Asperon Thorn »

How about:

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0-2 Stupid Halfling 5 2 3 6 Dodge, Stunty, Right Stuff, Dauntless, Standfirm    Ag   80K
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Looking for Fair and Balanced Playtesting of the DE Runner 7347 Surehands G,A,Pa 90K - Outdated and done.
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Post by Xtreme »

Some secret weapons and the free master chief is as far as I would want to go as far as improving them. I like them as they are.

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Post by Mestari »

Halfling Runner 6 2 3 6 Sure Hands, Dodge, Stunty, Right Stuff 50K

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Post by Bifi »

In my view the position players shouldn't be very different from the usual halflings, apart of the skill access. But I would like to support a 0-2 Halfling "Lander", that would have a skill called "Balance", being an AG skill allowing to re-roll a failed landing (even after a leap), and cost +10K. ("Get the lander first!!! Oh no, he's hiding behind that treeman! And off he flies!")

Thanks Martin :lol:

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