Hater.PubBowler wrote:I only like AV8 halfings from that list.
Ideas for buffing haflings? Round 4: Proposal
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We try not to limit our hate, but instead foster it and let it explode at perceived slights, nerfs to teams we play, and boosts to teams that others play.PubBowler wrote:Don't hate the Hater, hate the game.SillySod wrote:Hater.PubBowler wrote:I only like AV8 halfings from that list.
Or maybe not a popular message here on talkbloodbowl...
It's OK, because everyone is doing it.

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WAIT!!! I had a crazy idea. What if Halflings, in addition to AG skills, also got access to mutations, regenerate, and hypnotic gaze? Maybe even stab?plasmoid wrote:Hi guys,
I've collated a trimmed down list. I'll be posting tomorrow.
(Tonight I have a crazy work assignment, due in 4 and a half hours)
Call them Chaos Halflings? I know that's a MBBL 2 team, but the idea is great. Treeemen could even get the same access.
THAT would be a fun team to play. THAT is not an overpowered team... because players still get removed from the game. But your mercenaries will probably be worth their 90k!
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TBB, taking Mob Rule to an art form.Jural wrote: We try not to limit our hate, but instead foster it and let it explode at perceived slights, nerfs to teams we play, and boosts to teams that others play.
It's OK, because everyone is doing it.![]()
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Do any of the following:
> Give Halflings AV7, so they at least have a fighting chance of surviving long enough to gain a couple skills.
> Give Halflings AG4, if for no other reason than to make them annoy to the other team.
> Allow 0-2 Ogres to be added to the team list IN ADDITION TO the 0-2 Treemen already on the list. Thus, they could have up to 4 big guys at one time.
> Automatically make the Head Coach a Master Chef for free, and return to the old rule where he added 1D3 Rerolls to his team and reduced the opposing team's Rerolls by an equal amount.
> Give Halflings AV7, so they at least have a fighting chance of surviving long enough to gain a couple skills.
> Give Halflings AG4, if for no other reason than to make them annoy to the other team.
> Allow 0-2 Ogres to be added to the team list IN ADDITION TO the 0-2 Treemen already on the list. Thus, they could have up to 4 big guys at one time.
> Automatically make the Head Coach a Master Chef for free, and return to the old rule where he added 1D3 Rerolls to his team and reduced the opposing team's Rerolls by an equal amount.
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Went for the +1 to land, as it's the only one from that list that I like (I'd personally have voted for Halfling Catchers/Runners.
having said that, I honestly think there should be a "landing" skill OR Sure Feet should add +1 to land.
having said that, I honestly think there should be a "landing" skill OR Sure Feet should add +1 to land.
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Give them positionals. Rewrite the team fom the get-go.
0-16 Halflings
0-2 Trees
0-2 Halfling Blitzers 6/2/3/7 Dodge, Right Stuff, Stunty, Tackle GA 60k
0-2 Halfling Catchers 6/2/3/6 Dodge, (Nerves or Dump-Off*) Right Stuff, Stunty A 50k
0-2 Halfling Throwers 5/2/3/6 Dodge, Right Stuff, (Strong Arm or Sure Hands*), Stunty AP 50k
*Or some other doubles skill (meaning a G or S skill for the Thrower).
Tackle on the Blitzer is both costing (Block is something to build for) and fluff (he practices against Halflings, and they swear he's a great hitter).
0-16 Halflings
0-2 Trees
0-2 Halfling Blitzers 6/2/3/7 Dodge, Right Stuff, Stunty, Tackle GA 60k
0-2 Halfling Catchers 6/2/3/6 Dodge, (Nerves or Dump-Off*) Right Stuff, Stunty A 50k
0-2 Halfling Throwers 5/2/3/6 Dodge, Right Stuff, (Strong Arm or Sure Hands*), Stunty AP 50k
*Or some other doubles skill (meaning a G or S skill for the Thrower).
Tackle on the Blitzer is both costing (Block is something to build for) and fluff (he practices against Halflings, and they swear he's a great hitter).
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Voted +1 to KO rolls for the Chef, because most of the other ideas are silly.
I'd keep it really simple:
0-4 Catchers => +1 MA, Catch for 40K.
In 2nd ed. they had AG5
So it might even be worth considering an AG boost too. But I'd prefer not. I think it is easy to underestimate the value of MA6 and Catch. I think this would really boost the team. Catch makes those handoffs to score or get into position much more reliable, but it is a skill that you often don't feel you can take on Improvements. Not in quantity anyway. The most in character buff, since the precedent already exists from the 2nd ed roster.
Plus maybe:
0-2 Blitzers. => Gen access. Maybe +1 MA and/or +1 AV.
General access is they key here. Basically proto-Puggys. No other skills, they should have to work for them. They should be expensive, as G access is great on a Stunty even with ST2. Block, Wrestle, Strip Ball, Tackle, Dauntless etc...

I'd keep it really simple:
0-4 Catchers => +1 MA, Catch for 40K.
In 2nd ed. they had AG5

Plus maybe:
0-2 Blitzers. => Gen access. Maybe +1 MA and/or +1 AV.
General access is they key here. Basically proto-Puggys. No other skills, they should have to work for them. They should be expensive, as G access is great on a Stunty even with ST2. Block, Wrestle, Strip Ball, Tackle, Dauntless etc...
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Block is the last skill you'd take on them anyway. Well, maybe not the last (step forward Shadowingprisma wrote:gen-access (except block) on normal skill rolls for flings.

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