Goblin/halflings on Orc/human teams.

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Goblin/halflings on Orc/human teams.

Post by Piepgrass »

Is it still possible with the new rules from the livingrulebook 1.3?

Thanks poul

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Post by voyagers_uk »

I am sure that the 4 goblins on the Orc team is still kosher, but Halflings on the Humie team is into Ally territory.

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Post by DoubleSkulls »

Orc teams can still have 0-4 normal goblins (as described in Death Zone and LRB 1.3 pp53).

As far as I know Halflings have never been an integral part of the Human team and were only allowed as allies. The latest BB Mag #3 apparently contains experimental rules for allies - but you'd have to have a look for them.

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Post by Ghost of Pariah »

I'd love to see 0-4 halflings on a human teams! I'd even run humans just to try them out.

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Post by Piepgrass »

ok. Thanks a lot.

Poul

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Post by Balrog »

I think the humans should have the option of replacing their catchers with halflings, just for fun. Halflings don't get played nearly enough.

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Post by Thetian »

I play halflings.
The thing about halflings is that everyone views them as a joke team. I would like to see them either removed from the game and only mentioned in the fluff, or beefed up so they at least have a chance in a league. I consider myself a decent coach, but still find myself strugling against inexperienced coaches playing any team against them. The attrition rate is just too high. In my league, the other players get tired of me 'letting' them score just to reduce my own casualties for the first few games. Halflings are just too pathetic as a rookie team.
"Wow!" You say. "Why does this guy play halflings at all?"
I play the halflings because it gives the other guys in the small league (that I commish) an 'easy' team that helps the SSPs. The other players for some reason have been jaded by Warhammer [insert '40k' or 'Fantasy' here] leages where the league organizer happens to be the guy who wins. I learned long ago trying to keep a stable role-playing campaign intact that sometimes the best course of action is to "Let the Wookie win." Halflings allow me to get my BB fix without threatening the other guys in the league. It may suck, but I get my BB fix fulfilled at least once a week.

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Post by Darkson »

Thetian wrote:I play halflings.
The thing about halflings is that everyone views them as a joke team. I would like to see them either removed from the game and only mentioned in the fluff, or beefed up so they at least have a chance in a league. I consider myself a decent coach, but still find myself strugling against inexperienced coaches playing any team against them. The attrition rate is just too high. In my league, the other players get tired of me 'letting' them score just to reduce my own casualties for the first few games. Halflings are just too pathetic as a rookie team.
But I thought that was the whole idea of Halfling (and Gobbo teams). In the fluff they never win matches unless the opposition doesn't turn up (was it the Greenfield Huggers who were only 2-1 down at halftime, when the All-stars finally turned up?). The fact that coaches can win with Halflings (and some on this board do regulary) probably means they TOO beefed up, and should be toned down.

(waits to hear the cries of condemnation from Gobbo and 'Fling coaches)

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Post by Thetian »

Darkson wrote: But I thought that was the whole idea of Halfling (and Gobbo teams). In the fluff they never win matches unless the opposition doesn't turn up (was it the Greenfield Huggers who were only 2-1 down at halftime, when the All-stars finally turned up?). The fact that coaches can win with Halflings (and some on this board do regulary) probably means they TOO beefed up, and should be toned down.

(waits to hear the cries of condemnation from Gobbo and 'Fling coaches)
Just from me.
It's all a matter of AV. 'Flings=6. Gobbos=7. That one point makes all the difference in the world. AV6 has armor broken 20/36 (55.5%) of the time. AV7 only 12/36 (33.3%). The extra square of movement doesn't hurt either. More survivable Gobbo mean a longer lived player, means a player who builds skills.
The Gobbos have much better chance of winning. So much of chance that they are a fairly common team to see in a league. At least what I'm seeing from league team lists on web pages.
My point. 'Flings are the only team in the rulebook that are wasting space. All the other teams there are serious, competitive teams.

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Post by Zombie »

I don't know where you get your numbers from, but they're just plain wrong. AV7 is pierced 42% of the time (15/36), and AV6 is passed 58% of the time (21/36).

Oh, and my halflings finished last season with a .500 average (3 wins, 3 losses), and only lost the quarter-final because of extreme bad luck in that game. So you're not the only one having success with them. The master chef helps a lot when you can afford him.

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Post by DaImp »

I love the idea of having Halflings on a Human team. The option of replacing a catcher for a Halfling is something I may house rule in my local league. I can't see how this would unbalance a human team so I have no problems with it.
And Halflings must be able top buy a master chef as a permanent addition to the team. Other than that I have no problem with Halflings being weak and useless.

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Post by ljm »

Balrog wrote:Halflings don't get played nearly enough.
Hmm. There's been at least one halfling team in every league I have ever taken part in.

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Post by Thetian »

Zombie wrote:I don't know where you get your numbers from, but they're just plain wrong. AV7 is pierced 42% of the time (15/36), and AV6 is passed 58% of the time (21/36).
Oops! That'll teach me to not count with my fingers. You are correct.

You have to admit that 58% is still a very large number and combined with the +1 inj mod for stunty.....It's brutal.

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Halflings

Post by CplSaint »

But at 30,000gc, you can start with:

16 Halflings (480,000gc)
A Master chef (150,000gc)
A Team Apothecary (50,000gc)
4 Team Rerolls (180,000gc)
Fan Factor 9 (60,000gc)
and STILL have 40,000gc left over for the inevitable casualties that come in.

I'm quite tempted to buy some now - they might be a bit of a crack! You'd make loads of money from the gate - more than enough to replace two or three halflings a match, and extra funds could be used to buy personal apothecarys for any halflings that gain skills.

However, I hear what you're saying. Halflings too often rely on Treemen. The final of the '98 World Series was against a halfling team with three(!) Ents, but it was fairly easy to stay out of reach and score.

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Post by voyagers_uk »

They are definitely fun, I have only played two games with them one win one loss so far and the loss was in O/T where I won the toss, received, got a touchback, picked him up in Treeman's arms threw him out to long pass range rolled a 6 "Accurate" then failed the 3+ landing roll and the following reroll. if they weren't such a fun team I'd still be in tears now.

they are great when a couple of them get a skill each sidestep being my favourite :)

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