
A few comments on what has been said so far:
Thanks for saying you like the team. Granted, the Lizardmen are probably the closest to a pure running team. But see below…BadMrMojo wrote:I'd say Lizardmen are already a purely running team. Especially with the stunty modifier to passing ranges. An occasional HMP but aside from that...
I should have said that this team lacks access to both Agility and Passing skills. Therefore, like Lizardmen, it cannot pass the ball with any certainty at all (both teams have no Passing skills), but unlike Lizardmen it cannot gain Agility skills to help the players run and dodge through the opposing team’s lines (no access to Agility skills). This team has to rely on brute strength (and good speed) to barge it’s way through. The Runners are the only players with Dodge (and unless you roll doubles on another player’s SPP increase it will remain that way) and have access to Strength skills instead of Agility. But they, and the Blockers, are not designed to be a brawl-machine. Instead, I meant them to be capable in blocking but intent on scoring. The Runners job is to get the ball and move, move, move. The Blockers are there to tie up the opposing team’s threatening players and protect the Runners, not to violently take out the opposition.BadMrMojo wrote:So how does Agility skill access define a team as a passing team? Catch (which would be fantastic on those runners for hand-offs)? The ever-popular Diving Catch?
I’m probably not making myself clear here, but this is the intention of the team. It’s kind of a running team but not in the way that non-passing teams, such as Dwarves or Chaos, currently run the ball (i.e. the cage or something similar). This team is designed (hopefully) to run the ball in an attempt to score as quickly and as often as possible. It is not meant to be a brawling team.
Imagine a sturdier (but not heavier-hitting) Wood Elf team with no passing/agility access. Does anyone think that such an idea would work? Or is it just me?
This is a well-designed team but very different to what I intended. The Half-Elf team can throw, can catch, can intercept. This ‘Tilean’ team cannot (or not without some difficulty). When on the defensive, the Blockers shouldn’t be on the field (too slow) or on the LoS. The Runners should be deep in the backfield picking off stray runners/catchers. They shouldn’t be attempting to prevent the passes, just hitting the ballcarriers and then moving the ball as fast as they can back down the field... without throwing.Ithilkir wrote:A very running team, designed to counter throwing and focus on running, catch allows RR's of interceptions and RR's for handoffs...
And, to be fair and brutally honest, I (like most other people who design new teams) am hoping that someone at GW sees this and likes it enough to make it Official/Experimental. The Half-Elf team never will be Official/Experimental simply because it doesn’t fit the Blood Bowl/Warhammer fluff. The Warhammer world is a rarity amongst fantasy settings in that there are no Half-Elves.
[quote="narcotic”]The positional players are flawed:
This would be the only team that can have up to 4 of a position that begins with 3 Skills instead of the normal 0-2 slot (e.g Wardancer, Witchelf, Troll Slayer), and[/quote]
Agreed. But consider that this team has a very limited number of positional players, which compensates for that. A Human team has three positional players, with a total of six skills. The ‘Tilean’ team has two and five. It does focus a larger number of skills in a smaller number of players but it also paints a target on their heads.
And, for the record, isn’t Frenzy a Trait? As is Thick Skull and Dauntless. So, technically, the Witch Elf only starts with two skills and the Troll Slayer only one. Of course, if you meant to say that no team has a 0-4 slot for a player who starts with three (or more) skills and/or traits, then that would be correct. You would be wrong in saying 0-2 is normal however. Chaos Dwarf coaches can take 0-6 Blockers (with three skills/traits), Dwarf coaches can take 0-12 Longbeards (with three skills/traits), Goblin coaches can take 0-16 Goblins (with three skills/traits), and Halflings can take more tha 0-4, as can Norse, and… well, you get the idea.
[quote="narcotic”]those Runners are the only player in BB that begin with Dodge and have acces to ST skills, making them superior Blodgers.[/quote]
Well, as Ithilkir said, what about Amazon Blitzers? And don’t forget, the whole squad of both Norse and Amazon teams can get Blodge with their first SPP roll. This team only has four players who will ever be able to get Blodge (aside from rolling doubles on the SPP chart, of course).
I don’t feel the Runner should not be considered a superior Blodger (he’s not meant to be a Wardancer, capable of doing practically everything) but maybe I need to work on him more.
And besides, if Strength skills make you a superior Blodger, then surely Agility skills do too? I mean, you might not pack quite as hard a punch, but you’ll stand more of a chance of getting to and from the target. And if this is the case then there are countless “superior Blodgers” already in existence.
[quote="narcotic”]And having ST4 guard players is also too strong.[/quote]
Fair enough. Although Guard does fit the idea of the player (so this bit of fluff is good but unbalancing), being the protector of the Runners. And personally, I’ve never thought Guard was so tough. Remember that these guys don’t have Block to begin with and will probably never get Dodge. So they’re not unbreakable, just like Black Orc Blockers.
[quote="Vero”]Teabag, sorry to say this but I'll say it anyway. Two+ skills on a rookie player is a bit overdevelopped (I know some rookies have three but those are from not lrb). Getting raid of dodge, sidestep on runners and/or strenght-skill access will tone them down.[/quote]
Okay, well as I’ve said above, practically 75% of the teams from the LRB have rookie players with 3+ skills and/or traits. I don’t want to lose Dodge because that’s what the player is all about. Getting rid of Sidestep might work, however.
[quote="Vero”]What about getting faster linos, avarage blockers and good runners or usual linos, avarage blitzers and good runners?[/quote]
The first idea is too much like the Lizardmen. Not sure about the second idea at all.
[quote="Skummy”]I like what you're trying to do, but as it stands, the blocker actually looks like he would be my main ballcarrier. I'd suggest lowering the blocker's agility to keep him from doing so. Making him a 2 AG makes him a Black Orc clone, so how about a 1 AG? Solves the problem of expense rather nicely, and gives him a niche role on the team as opposed to a potential scorer.[/quote]
Thanks for the positive feedback, Skummy. But why would you make a MA4/no Sure Hands player your ball-carrier? You must be crazy!
