Ideas for Mixed Race Teams

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Post by Anonymous »

Recently there's been some discussion of pros & cons of allies on the mailing list. It seems to me the biggest argument for allies is the long tradition of mixed race teams in Blood Bowl. The following discussion is my thoughts on how to create such teams with standardized modification of the rosters (as opposed to the current ally system).

The assumptions made for game balance is that other teams are vanilla with the option to take 2 Big Guys (Trolls and Rat Ogres not directly on Goblin and Skaven lists).

Creating a two race roster:
1. Begin with the primary race's roster.
2. If there is more than one type of position player, remove one (coach's choice).
3. Lower all other poisition (non-lineman) allotments to 0-2.
4. Add a 0-X Lineman from the secondary race, where X is half the number on that race's normal roster.
5. Add 0-2 xxx, where xxx is some position from the secondary race's roster (coach's choice), and the player's cost is increased +20k.

Creating a three race roster:
1. Choose two races to be the primary makeup of the team.
2. Begin with 0-X Lineman for each of the two teams, where X is again half the vanilla roster limit.
3. Add 0-2 xxx for each of the two races, where xxx is again the coach's choice of a position from the vanilla roster. In this case both the teams position costs are increased 10k.
4. Add either 0-4 Lineman from a third race, OR access to 2 Big Guys.

Examples to follow...

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Longshot
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Post by Longshot »

i dont think that melting race is a good thing. Only Skav/gob has been done coz of the Underworld Creepers 2nd ED.
Ally players on a team is already a difficult rules that a lot of players (incluing me) dont like so melting team may not hav great success...
it is good to find ideas for Bloodbowl but not ideas that makes the game more complicated and too much irealistic, just becoz some found it fun.

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Post by Anonymous »

Amazon/High Elf

2 race version:
0-12 Amazon Linewoman 50k
0-6 High Elf Lineman 70k
0-2 Amazon Catcher 70k
0-2 Amazon Blitzer 90k
0-2 Phoenix Warrior 100k

3 race version:
0-6 Amazon Linewoman 50k
0-4 Norse Lineman 50k
0-6 High Elf Lineman 70k
0-2 Amazon Catcher 80k
0-2 Phoenix Warrior 90k

Orc/Chaos

2 race version:
0-12 Orc Lineman 50k
0-6 Beastman 60k
0-2 Orc Blitzer 80k
0-2 Black Orc Blocker 80k
0-2 Chaos Warrior 120k

3 race version:

0-6 Orc Lineman 50k
0-6 Beastman 60k
0-2 Black Orc Blocker 90k
0-2 Chaos Warrior 110k
0-2 Ogre 120k

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Post by Anonymous »

I realize many people don't like allies, me included, but some people do. The idea behind these rules was essentially a way to include allies, while toning down the rest of the team. The current ally rules provide no handicap to the rest of your team.

Two points:

1. The rules aren't that complicated. After 30 seconds you have a team list set up with no other preparations necessary throughout the rest of the team's existence.

2. If it's more palatable, just think of these rules as a prescription for creation of new team concepts.

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Post by Anonymous »

2 more examples:

Human/Lizardman

2 race version:
0-12 Human Lineman 50k
0-6 Skink 60k
0-2 Human Thrower 70k
0-2 Human Blitzer 90k
0-2 Saurus 100k

3 race version:
0-6 Human Lineman 50k
0-6 Skink 60k
0-4 Longbeards 70k
0-2 Saurus 90k
0-2 Human Blitzer 100k

Undead/Skaven (Skeletons & Zombies both treated as Linemen)

2 race version:
0-12 Skeleton 30k
0-8 Zombie 30k
0-6 Skavem Lineman 50k
0-2 Ghoul 70k
0-2 Mummy 100k
0-2 Gutter Runner 100k

3 race version (Rat Ogre as Big Guy is "third" race):
0-6 Skeleton 30k
0-4 Zombie 30k
0-6 Skaven Lineman 50k
0-2 Storm Vermin 100k
0-2 Mummy 110k
0-2 Rat Ogre 130k

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Post by Longshot »

Can u really imagine an Undead/skaven team?
Undead hate everything that is alive!!
an elve is so proud that he would never play with a non-elf player exept for a Star-bowl..
and so on, mixed team are unrealistics ...

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Post by Deathwing »

It wasn't just the Underworld Creepers, remember the Mongrel Horde?
I'd rather it was restricted to certain races though, Undead should be a no, and Wood Elf/High Elf at least is potentially broken.
Fancy High Elf Linemen and Pheonix Warriors (throwers) with 2 Wood Elf Catchers and 2 Wardancers? Nicely nullifies the WE low AV and the HE lack of MA. Ooooh, sexy as ***k! :wink:

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Post by Longshot »

Mongrel Horde (humans with mutations) as Underworld creepers(Skav/gobbo) and Chaos all stars were exeptions!!
Races in this world tend to dont mix themselves, put out allys!! (and stars too)

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Post by Deathwing »

Check out Mongrel Horde in your 2nd Ed. Handbook.
There's a pic of a gobbo, an Orc, a Skaven, a Human and an Elf. They played in purple. Nice.
Maybe that team went with the demise of the NAF?
LOL! :grin:

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Post by Longshot »

arf some of my book's pages are missing now.
But i still say that this is exeptions.

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Post by voyagers_uk »

What about the Evil Gits? They are completely mixed and damn evil too, I am also not sure which race you would give the re-rolls to, any ideas?

:pissed:Evil Gits are cool

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Post by Thadrin »

My Mongrel team rules:

Mongrel teams are inherently "Good" or "Evil".

Good races: Dwarfs, Humans, Wood Elves, Amazons, Norse, Halflings.

Evil races: Chaos, Chaos Dwarfs, Orc, Goblin, Skaven, Dark Elf.

Undead (both types), Lizardmen and High Elves are NEVER found in mongrel teams (no necromancer/too proud/too scaly).

Team List:

0-8 Human Lineman/Orc Lineman (good/evil)
0-4 Single other race Lineman
0-6 "Position" players from any of the permitted teams.
0-2 Ogres or Treemen/Minotaurs, Ogres or Trolls. (Good/Evil)

Rerolls - 70 000.
The following player types are NOT allowed:
Trollslayers. Witch Elves. Wardancers.

The team MUST include AT LEAST three non Big guy races.

Roll a D6 pre game and at the half for each reroll. The reroll is lost for the half on a 1. This represents the trouble training a mixed team.

Roll 2D6 pre game: on a 2 or 12 a random player has been hurt in a fight during training/in the locker room and must miss the game.

Each race must have its own apothecary. No wizards allowed on this team.

Whaddaya think?

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Post by Longshot »

That is the kind of team i would play for fun but i would never allow it in a league.

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Post by voyagers_uk »

Are Deathrollers allowed just for fun value, and what about treemen teams supplying some of the linemen? :cool:

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Post by Thadrin »

No Deathrollers.
Up to two treemen in the good team (Big guys).

I forgot - Double progression on EVERYONE. Training sucks with so many difference languages/styles/opinions of the other team maembers etc.
I did have one other rule idea - that any player on the mongrel team who has no opponent in his tackle zone, but with a prone team mate of another race in his TZ, will automatically put the boot in (foul). He won't be sent off (no rules about kicking the crap out of your own team), and there are no assists.

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