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Re: Narrow-Tier Blood Bowl

Posted: Sat Jan 29, 2011 7:13 am
by plasmoid
Nope Tourach, you already did.
Here are the changes I made - based on feedback from posters:
1. Vampires don't get MA7. Instead the thralls get Thick skull.
2. Human catchers don't get diving catch - they get AV8. The team doesn't need help early on, but it needs some help staying afloat.
3. Undead ghouls don't get fend. Tourach suggested sidestep as a more useful substitute.
4. Underworld make the list. They get 10K off the rerolls, and 50K bribes like gobbos.
5. Tilea team gets scratched. I still love it, but it seems the concept was too outlandish for a lot of posters.
6. AV8 halflings was also too outlandish. I've pushed them back to 7, and given them 0-2 Dryad throwers instead. A stunty team with a thrower should give some unique options.
7. Dwarfs. Sorry, no sympathy for the dwarves. They linemen still get wrestle.
8. Ithilmar elves were meant to replace high elfs, but since they now exist alongside high elves, I've taken the advice and tried to make them a bit more unique. I went with kick-off return on the throwers and wrestle on the blitzers. Comments?

http://www.plasmoids.dk/1tier_BB.doc

Cheers
Martin

Re: Narrow-Tier Blood Bowl

Posted: Mon Jan 31, 2011 9:40 pm
by cbbakke
Dwarves having wrestle, I think would be a major nerf to them. They rely too mcuh on holding their ground together. I would be more then happy with them losing tackle on their lineman though. That would help out amazon greatly against them.

Thrall with thickskull would be great or 8 av. They are just so soft and get beat on by their own team as well as other team.

Ogre team (snotling team) 6 ogres and snotlings.

Why don't goblins and halfings get 4 big guys instead of 2? The teams would not dominate, but would have a far better chance onthe pitch.

Agree human catchers can use the armor. Not sure it is enough to save the humans but it will help.

The current high elf team is a bore in my opinion. I have enjoyed the team in the past but dark elves have got a lot of love to make them more unique and high elves just seem yawners. I liked the edition of 4 blitzer and 2 catches better myself.

change to ghouls is interesting. I am not up on my lore on this. Why don't ghouls get regeneration like the other undead?

Re: Narrow-Tier Blood Bowl

Posted: Tue Feb 01, 2011 9:05 pm
by plasmoid
Hi all,
after discussions with a real TT league, I've decided to be less harsh on the überteams.
Therefore, I'll change my nerf of dwarfs and wood elfs.
The wardancer will not just lose dodge, but get something less useful instead.
As for the dwarfs, I still think wrestle would make them much more interesting, but instead of that major change, I'll simply replace the block on slayers with juggernaut.

I gets a bit too cautious for my liking. Then again, you gotta get the coaches to accept it :D

Re: Narrow-Tier Blood Bowl

Posted: Tue Feb 01, 2011 9:18 pm
by plasmoid
Hi Cbbakke,
Dwarves having wrestle
See above. However, I love the thought of Right Stuff cancelling Tackle on blocks. That would protect halflings, gobbos and snotlings from slaughter at the hand of dwarf teams.
Thrall with thickskull would be great or 8 av. They are just so soft and get beat on by their own team as well as other team.
AV8 and Thick skull are (very) roughly the same. But thick skull also works against vamp bites :)
Why don't goblins and halfings get 4 big guys instead of 2?
With TV dumping, halflings often get 3 (Deeproot). And with these rules gobbos can get 4 (Ripper).
Agree human catchers can use the armor. Not sure it is enough to save the humans but it will help.
As a human coach, I think it helps quite a bit.
No more easy targets on the pitch.
And developed catchers really rock on a human team. AV8 helps them develop and stay developed :D
The current high elf team is a bore in my opinion.
Agreed. But some high elf coaches will no doubt disagree.
That's why I left them alone, but posted the alternative Ithilmar team.

>change to ghouls is interesting. I am not up on my lore on this. Why don't ghouls get regeneration like the other undead?
They aren't actually undead. I think they're corpse eaters or something equally nasty.

Cheers
Martin

Re: Narrow-Tier Blood Bowl

Posted: Wed Feb 02, 2011 6:49 pm
by cbbakke
I like the idea of stunty getting rid of tackle. It would be a big buff for the smaller players, which I am ok with. Right now they are just little free piles of 2 spp flesh waiting to be had.

Re: Narrow-Tier Blood Bowl

Posted: Thu Feb 03, 2011 9:12 am
by spubbbba
plasmoid wrote:>change to ghouls is interesting. I am not up on my lore on this. Why don't ghouls get regeneration like the other undead?
They aren't actually undead. I think they're corpse eaters or something equally nasty.
Oddly GW have changed the fluff and rules of Ghouls in WHFB a bit now.

They are treated the same as the other undead so don't break from combat and dead ones can be replaced. They are still alive but they explain this by saying the vampires dominate their will and replacement ghouls are summoned rather than dead ones reanimated like they do with skeletons and zombies.

Of course the undead fluff changed so much in fantasy that it bears little relation to the present day BB team. But that's why I like them I am very glad they didn't replace the vanilla undead with necros and the awful Khemri team (of any incarnation).

Re: Narrow-Tier Blood Bowl

Posted: Sat Feb 05, 2011 11:03 pm
by cbbakke
I think stunty shoujld only get rid of tackle on a block. not for dodging though. Otherwise they would run a little too free with agility upgrade.

I would rather see it negate it totally though then current

Re: Narrow-Tier Blood Bowl

Posted: Wed Feb 09, 2011 1:54 pm
by dines
Cbbakke> It's right stuff, not stunty that could protect against tackle. Else lizardmen would get a really big bonus! But agree that tackle should still work on dodges. Two heads/AG4 on a stunty and no effect from tackle would be nasty to play against.

Re: Narrow-Tier Blood Bowl

Posted: Wed Feb 09, 2011 8:11 pm
by plasmoid
Hi Dines,
it is indeed Right Stuff for that very reason :orc:

Also, as I said: I love the thought of Right Stuff cancelling Tackle on blocks - so just like you both wanted :orc:
You ca nstill pin them with tackle, diving tackle, shadowing and tentacles.

Re: Narrow-Tier Blood Bowl

Posted: Thu Feb 10, 2011 3:04 pm
by cbbakke
I like it. +2

Re: Narrow-Tier Blood Bowl

Posted: Thu Mar 10, 2016 8:01 pm
by celticgriffon
Hi Martin,

This year we brought in some of your rule adjustments into my league. Here are some observations:

1) Tackle and Right Stuff - it really makes the Halflings slippery. But it makes Underworld Goblins with two heads a nightmare

2) We have a house rule which lets a player once in their lifetime either a) get rid of an injury (niggle, or stat decrease) or b) change any skill to a normal skill of that position - this combined with point 1 has really made stunties almost too good. They can buy down their injuries which are fewer than before because tackle isn't as effective. The cost to buy this adjustment is 2x current player value.

3) Our highest TV is around 2.2 M / We don't have a lot of CLAWPOMB yet. The adjustment to claw and piling on are really hurting our Undead team get ahead in the early game.

That is all for now.

I just thought I would add my observations for your consideration.

Cheers,
Michael

Re: Narrow-Tier Blood Bowl

Posted: Tue Mar 15, 2016 1:48 pm
by plasmoid
Hi Michael,
you dug up a pretty old thread to tell me that :orc:
Anyway, thanks for your post. If you have more to tell me, by all means send me a PM.

1) Duly noted. Are you using just CRP+ rules, or also some NTBB roster tweaks?
It does make them better. I guess the real question is how good you want them to get.

2) If that is the case, then perhaps you'll have to choose between "your" rule and "my" rule.
Generally speaking though, I find that there are still lots of ways to whack stunties. Tackle just ain't the main thing anymore.

3) I'm not sure I understand that sentence. Or the effect you describe(?). In early play, where there isn't that much Claw or Piling On around, I don't think it can really make much of a difference...?

Cheers
Martin

Re: Narrow-Tier Blood Bowl

Posted: Tue Mar 15, 2016 5:42 pm
by celticgriffon
Hey Martin,

We are just using CRP rules mostly. The only adj are 10k less for Human Ogres and +1 AV to human catchers.

Regarding the Claw, Piling On, MB combo we don't really have things out of control yet. This year, however, we have added a Chaos, Underworld and Nurgle team to the league and they all have that potential.

I appreciate your tweaks. I just thought I would share a few of our observances for you to use as you will.

Cheers,
Michael