Whats wrong with the rosters!

Got a great idea and/or proposal for BloodBowl?

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WildAnimal
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Whats wrong with the rosters!

Post by WildAnimal »

Hi okay whats wrong with a few of the rosters

I think all roster need a minimum of 3 positions.
fx. chaos need this:
0-2 Ungor Runners 7 2 3 8 Stunty, Sure Hands. G A

This will give them a whole new game style, making them all more ball handlers, and that is what all teams should be!

generaly i would like to see more skills on the different rosters, not block/dodge, but the more special skills.

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Post by Skummy »

This would be the first stunty with an 8 armor, and he's they only guy on the Chaos team without physical traits.

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Post by Snarlton Heston »

I would love to have a gobbo with sure hands when the Ogre team takes the field WITHOUT ANY RE-ROLLS! :smoking:

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Re-rolls? Re-rolls? We don't need no stinking re-rolls!

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Post by duff »

IF you were to go with this, you would increase the usefulness of the beastmen's horns buy having less players on the field not using them. The addition of a new specialist would also make chaos more effective (their biggest weakness now is the lack of a natural ball handler (rather than one who has gained the skills). Would you: increase the reroll cost (to 80 or 90 K), increase the cost of beastmen or penalise them in a special way (such as a -1 penalty on FF rolls for excample).

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Post by Balrog »

I agree that the Chaos team needs a bit of a boost, adding another positional player is not a bad idea, however I think I would prefer seeing a positional Beastman, as opposed to a Stunty one.

Example:
0-2 Beastman Blitzer 90k 7/3/3/8 Block, Horns

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Post by Snew »

Chaos doesn't need stepping up by adding a player with block to the roster. They're a little bland, sure, but with experience, they're truely devastating and, potentially, have more variety than a lot of teams. Those physicals really add a lot to the team.

They might be a little slow out of the gates with a lack of a ball handler but they have AG3 across the board and that, coupled with ST4 on the CWs and even the Beastmen when they're blitzing from a square away, means skills aren't more than a game away for some mighty strong players.

If you add a dedicated ball handler to the team, it'll take SPPs away from the monsters. That may be good. The Ungor idea might have merit with a little tweaking. Some good points were mentioned. I wouldn't go feeding steroids to a Beastman just to add a bit of intrest to the roster. They're already mighty fine Blitzers. With a gift or two, they're just freaky good ball handlers or blitzers. Sometimes both.

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I think that a ST2 runner would not make them more powerfull

Post by WildAnimal »

HI

Thanks for your comments, but again think about it, a ST2 runner, would not make so much different i think, but it would make a whole new demension for the team, becouse they are rather one sided, until each member gain a skill or two.

And someone said before, it would take a´lot of SPP from the other players, so they would grow slower. and a movement of 7 for an ungor runner would not be a problem for other teams to overcome.

Why i would like him stunty was becouse he should be weak, but maybe it aint a good idea, alleast he should have AV8 i think.

I just think they need this runner, to make them a ball team, as they are now they are just a wall of blockers, even Chaos Dwarfs got a 3th position now, and have grown i popolarity and fun to play.

Generaly what i want to say is that i want ALL the team to be ball players and play a ball game, not just bashing in a inclosed area.

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Post by narkotic »

Yes, a runner-like type they need. But I wouldn't go the stunty/Agility route as it doesn't fit to Chaos (and would make them too strong as well)

What about a Beastman Runner:

0-2 7/3/3/7, Horns, Sure Hands, G P Phy 80K

Too strong? Maybe STR 2?

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Post by DoubleSkulls »

Balrog wrote:I agree that the Chaos team needs a bit of a boost
Chaos are fine. They are slow starters but once they get going there aren't too many teams that can live with them.

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Post by Redfang »

Nothing wrong with Chaos!
Keep it like it is!

R

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Post by Zombie »

It's cool that some teams are rather one-sided (e.g. AG2 Khemri). It makes it possible to have 15 races with 15 different styles of play. I say keep the chaos as is. Sure they're a little boring short term, but long term they're the most exciting team to play, and one of the best too.

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Post by McDeth »

All what Zombie said, after about 10 games chaois become one of the best teams to play, making them stronger at the start will make them even more powerful

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Post by Mestari »

I've always wanted to add Chaos Thugs to the team. Essentially human linemen, but they must take a random mutation on a roll of '7' for their star player roll.

6 3 3 8 - 50K

After all, there are so many Chaos Star Players (albeit 2nd ed star players) which are definitely not chaos warriors nor beastmen.

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Post by Odium Khan »

I just had a look at Galak's revised team list (which I realized I hadn't looked at since early March or so). There is still a lot of balance to attain, IMHO.

Not that any article in BBMag that I know of ever produced a balanced team profile, but the Pro Elves just don't seem right. The 2nd skills of the catchers and blitzers are unnecessary and dumb. Why not go with the HE profile and tweak as little as possible? I'd like:
Lineelf 6348 70k
Thrower 6348 Pass 80k
Catcher 8247 Catch, Dodge 90k
Blitzer 7348 Block 100k
Otherwise as printed. Oh, did I say they are terribly underpriced?

The runesmith adds some flavour to the dwarfs, which is a good thing.

The werewolf with catch is another good one. Fetch, boy!

The Ogres shouldn't have access to more than 4 gobbos.

The mixed race teams need more spice. Maybe more allies and less big guys?

One question bothers me still: If the Vampires can freeboot both Luthor and the headcoach, why ever freeboot the headcoach? Wait, you say they could get two Luthors in this way? Do they really need that?

To add to the topic, I agree completely with Zombie about one-sided teams. They're one-sided for a reason.

And by the way, my take on the Rotters team:
0-16 Rotter 6338 Regeneration, Foul Appearance 80k
Apo: no TRR: 70k Wiz: normal BG: none Stars: Thrud

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Post by Munkey »

Odium: As far as the elves are concerned I think the additional skills were to distance them from the current High Elf team. If these did not exist I think these additional skills would be gone.

I prefer your list for the most part, as I dislike (on fluff reasons not game balance) catchers that develop as blitzers and would prefer to lose the extra skills.

What I do like about the GW list though is the low AV, which I note you have raised back up to 8. By lowering the AV to 7 they can be cheaper than other elves and allow the AV 8 DE to be the bashy elf team by default (ignoring the state HE team).

Having just played them though with my new Skaven team (two new TR 100 teams) i've not found them to be overpowering. I guess time will tell.

BTW, I think that much Foul Appearance in your rotters team might seriously handicap a passing team as well as making them hard to hit. I guess thats why they're expensive though.

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