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 Post subject: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 12:01 am 
Legend
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So, curious, if one were to add 'mutations on doubles' to the Slann or the Simyan roster - do you think there would be balance issues?
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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 1:34 am 
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Slann start weak because they pay for skill access. After they gain skills they become very powerful. I think your suggestion exacerbates the issue, when the reverse might be better.
Since they already have such good skill access, I don't think giving them mutation access would cause too much of a problem though.

Blitzers never run out of skills to take.
Linemen get so few SPP they effectively don't run out of skills to take.
Catchers might run out of skills to take, but are already awesome at that point.
Kroxigor should take General skills on doubles.

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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 2:39 am 
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Giving access to Big Hand to leapers is a fair-sized boost.


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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 8:10 am 
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Tinkerman at it again ;)

...must...change...something...

I applaud your enthusiasm, Martin, if not necessarily your intentions or results ;)


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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 9:28 am 
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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 9:30 am 
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Why do you think either roster needs Mutation access?

But whether it would cause balance issues or not, I would be firmly in the "no" camp as mutations doesn't fit either teams background.

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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 9:51 am 
Legend
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The one thing I really dislike about the ape roster is that it doesn't fit in the Blood Bowl world very well.

There is mention of chaos ape-men in the southlands so making them this instead of apes makes more sense. It also fixes the fluff reason for extra hands as ape hands are less dextrous than humans.

No idea about game play though as have never played against them.

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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Fri Feb 17, 2017 12:15 pm 
Legend
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Hi all,
thanks for the mostly valuable input.
Spubbbba is sort of on the same page as myself: I like the Simyan roster, but could never use it. To me it suits the BB World as much as a space marine roster.

Also, recently Cyanide has decided to change the Slann team into a Kislev Cirkus roster. Cirkus? Geeez. I like the Slann roster, but find the Cirkus roster rationale pretty cringe-worthy.

However, to my mind both rosters are reasonably well suiter for getting morphed into a Tzeentchian Daemon roster:
1. VLL+Leap of the Slann could be Horror warping/teleportation.
2. Extra Arms of the apes could be, well, the extra arms of the Horrors.

For either one to work conceptually, the known roster would have to gain access to mutations - and perhaps a Big guy swap.

So my question was - as stated - would mutation access break anything?
Better?

CyberedElf. I see what you say. My thinking was that with so many skills needed, there wouldn't be skill slots to use a lot of mutations.
However, as Moraiwe said, Big Hand might well be a problem!
Then again, are Slann really ever -that- good?

Perhaps apes would be a safer bet.
I'd love a comment from an experienced ape coach or two :)

Cheers
Martin

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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Sat Feb 18, 2017 8:04 pm 
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I play Slann and I love them. The reasons I would say yes to mutations would be for real world fluff reasons, but having said that I don't think they are in desperate need for mutation access and just because some of the mutations do occur in real life doesn't mean they should in BB:

Claws - African clawed frog or the Hairy frog (aka Wolverine frog). For game purposes they would make killer route blitzers all the better to kill you with.
Disturbing Presence - The stagnant smell of pond weed and ditch water hanging off them
Foul Appearance - The stereotypical ugly and bloated toad, fear of contracting warts idea
Horns - Argentine horned frog or the horned lizard (aka horned toad)
Prehensile Tail - Tailed frog (although it's not much of a tail per se) or a newt/salamander idea being amphibians. This would also make the blitzers really cool but horrendous due to starting with Diving Tackle

Of course, if the team did gain mutation access I would like to assume that meant the Kroxigor.... then you could make with the right rolls (and that's a lot of right rolls with 2 doubles and and Ag increase lol) a 4+ leaping kroxigor (or as I would then call him, a Frogre) :D That would be great cos I have heard comments about how he doesn't fit in with the theme of the team due to not being able to leap, although you would prob only leap with him when absolutely necessary at 4+. But it would still be great


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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Sat Feb 18, 2017 10:19 pm 
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SlannMann wrote:
I play Slann and I love them.

You don't say? :lol:

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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Sun Feb 19, 2017 4:54 pm 
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I can't help it Twelfman. My name is Slannmann and I have amphibissues! :lol:


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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Mon Feb 20, 2017 2:56 am 
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dode74 wrote:
Tinkerman at it again ;)

...must...change...something...

I applaud your enthusiasm, Martin, if not necessarily your intentions or results ;)


Well, cant stand still. So if you are not moving forwards, you are moving backwards.

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 Post subject: Re: Mutations on Slann/Apes. Broken?
 Post Posted: Mon Feb 20, 2017 11:49 am 
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Bakunin wrote:
Well, cant stand still. So if you are not moving forwards, you are moving backwards.

Be careful not to confuse activity with achievement ;)


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