Guideline/Checklist for building new Teams

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Cyrus-Havoc
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Guideline/Checklist for building new Teams

Post by Cyrus-Havoc »

Can anyone tell me if the guidelines have been changed for LRB 6?

I can’t find anything with a quick search other than those that have been around for a long time. http://www.midgardbb.com/NewBBTeamBuildingGuide.html

I would assume the calculations for all stats would be the same but the changing of skills particularly the removal of traits could affect things.

Some of the general rules (i.e. no 0-1 positions & no more than 4 player positions) were broken for Chaos pact & Underworld.

Also can you tell me if the calculations for creating Star players is any different to that of regular players given that they are only induced.

Alternatively if there is a good thread on this somewhere perhaps you could direct me to it.

Thanks

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Re: Guideline/Checklist for building new Teams

Post by Cyrus-Havoc »

Ok I found this dated for 2008 is this the latest?

Creating your own team for Blood Bowl
General Team Rules:
1) No team can have AG 4 and ST 4+ players (unless the ST 4+ players are a Big Guy or Vampire)
2) Total Strength of the 16 highest ST players should not exceed 54
3) Take all players over 100k in price that are not Big Guy’s, subtract 100k from the cost each of each and multiply this amount by the maximum number allowed. Total this amount for the team. This amount cannot exceed 60k. (Example the Chaos Dwarf team has 2 non Big Guy players over 100k. The Bull Centaurs are 130k.
Subtract 100k from each and multiply the 2 allowed to them and you get 60k so that team is okay).
4) No team should have more than two 0-16 slots or more than 6 different positions (including the lineman slot)
allowed on the team. (Example the Orc team has 6 different positions).
5) Slots not set at 0-16 are limited to 0-6 maximum allowed.
6) A team cannot have agile player types and Blocker player types on the same roster.
7) Team Re-roll prices should not be set at less than 50k.
No player's ST + AG should be more than 7.

General Rules for creating players:

1) If the player's initial calculated price is over 100k. Divide the amount of the player's price over 100k by 2 to
determine the player's final calculated price. So a player worth 140k when calculated would have a final
calculated price of 120k. (Note if after this is done the player in to an even 10k increment then you need to
apply rule 2 below before you have the true final calculated price).

2) If a player's calculated price is not a round 10k price. Round down 5k amounts over 100k and round up 5k
amounts if under 100k. (So a player worth 35k when calculated would have a final price of 40k while a player
whose price was 135k after applying the divide by 2 rule above would have a final calculated price of 130k).

3) Any player's final calculated price may be modified by 10k more or less from the calculated
price to achieve overall team balance. This is pretty important to balancing a roster in the long run.

4) If a player's price is adjusted down from the final calculated price then this amount should be multiplied by the number of players in that slot & no team should be allowed to have this total amount for all players exceed 40k total for the team.
Players made more expensive than their calculated price should not be factored in.
(Example if the 0-16 slot for a team calculated to 60k and the price was adjusted to 50k then this would be
16*10=160k of discount and would be disallowed.) (Remember that all discounted players needed to be added.
So if the team has two 0-4 slot players and each player is discounted 10k then this would be 80k of team
discount and the team should not be allowed to be created.)

5) No weapon players should be allowed on new rosters (other than Stab). So no Secret
Weapons, Bombardier, Chainsaw, Ball & Chain players.

PLAYER TYPES:

1) BASIC PLAYER
This player type starts as:
6/3/3/8 No Skills -- 50,000 gold
This type is allowed for 0-16 slots or 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 30k
Skills disallowed to this player type:
Right Stuff, Stunty, Titchy, Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild Animal, Really
Stupid, Take Root
All skills add 20k to the player's price other than the following:
30k: Regeneration
20k: For having Block and Dodge on the same player (this is on top of the 40k the player paid for Block and
Dodge already)
10k: Horns, Pass, and Thick Skull
5k: Leap and Very Long Legs
-5k: Decay
The following stat changes are allowed to this player type:
MA 4: -20k
MA 5: -10k
MA 7: +20k
MA 8: +30k
ST 2: -30k
AG 2: -20k
AV 7: -10k (if the player has NO other skills or stat increases)
AV 7: -20k
AV 9: +10k

2) AGILE PLAYER
This player type starts as:
6/3/4/8 No Skills -- 70,000 gold
This type is allowed for 0-16 slots or 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 60k
Skills disallowed to this player type:
Right Stuff, Stunty, Titchy, Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild Animal, Really
Stupid, Take Root
All skills add 20k to the player's price other than the following:
30k: Regeneration
20k: For having Block and Dodge on the same player (this is on top of the 40k the player paid for Block and
Dodge already)
10k: Horns, Safe Throw, Thick Skull, and Very Long Legs
-10k: Decay
The following stat changes are allowed to this player type:
MA 7: +10k
MA 8: +20k
MA 9: +40k
ST 2: -30k
AV 7: -10k (if the player has NO other skills or stat increases)
AV 7: -20k
AV 9: +20k

3) STUNTY PLAYER
This player type starts as:
6/2/3/7 Dodge, Stunty -- 30,000 gold
This type is allowed for 0-16 slots or 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 20k
Skills disallowed to this player type:
Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild Animal, Really Stupid, Take Root
All skills add 20k to the player's price other than the following:
40k: Block
30k: Regeneration
10k: Right Stuff
0k: Titchy
-10k: Decay
The following stat changes are allowed to this player type:
MA 5: -5k
MA 7: +15k
MA 8: +30k
ST 1: -15k
AV 5: -20k
AV 6: -5k

4) BLOCKER PLAYER
This player type starts as:
4/4/2/9 -- 80,000 gold
This type is allowed for 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 80k
Skills disallowed to this player type:
Block, Claw, Dodge, Right Stuff, Stunty, Titchy, Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild
Animal, Really Stupid, Take Root
All skills add 20k to the player's price other than the following:
10k: Thick Skull, Disturbing Presence
-5k: Decay
The following stat changes are allowed to this player type:
MA 3: -20k
MA 5: +10k
MA 6: +30k
ST 5: +40k
AG 1: -20k
AG 3: +20k
AV 7: -30k
AV 8: -20k
AV 10: +30k

5) BIG GUY PLAYER
This player type starts as:
5/5/2/9 (Loner), (Negatrait), (Damage Skill) -- 160,000 gold
A team should only be allowed to have one Big Guy type on it

Allowed:
If the team has any ST 3+ players (other than the Big Guy) then 0-1 allowed
If the team's strongest other players are ST 2 then 0-2 or 0-1 allowed
If the team's strongest other players are ST 1 then 0-6, 0-4, 0-2, or 0-1 allowed
No player of this type should be priced for less than 110k

Skills disallowed to this player type:
Block, Dodge, Right Stuff, Stunty, Titchy
Loner: If the team has no other players with ST over 2 than the Big Guy should be allowed to have Loner
removed (if desired) for no increase to his price.
Negatraits (a Big Guy must have one of these):
Bone-head and Wild Animal do not change the price
Really Stupid subtracts 20k from the price
Take Root subtracts 30k from the price
Damage Skill (a Big Guy must have one of these 2 skills):
Mighty Blow does not change the price
Claw adds 10k to the price

All skills add 20k to the player's price other than the following:
10k: Thick Skull, Throw Team-Mate
-10k: Always Hungry skill (Note: a Big Guy MUST have Throw Team-Mate to take Always Hungry)
-10k: Decay

The following stat changes are allowed to this player type:
MA 2: -90k
MA 3: -50k
MA 4: -20k
MA 6: +30k
ST 6: +50k
AG 1: -20k
AV 8: -10k
AV 10: +20k

6) SPECIAL PLAYER (and other notes)
Vampire 110k 6/4/4/8 Blood Lust, Hypnotic Gaze, Regeneration
0-6, 0-4, 0-2, or 0-1 allowed
No modification or extra skills allowed to this player type

Other Notes:
1) The above will allow you to create almost all of the official Blood Bowl teams along with
balancing of teams folks want to create to try something new.
2) Please note … the above rules will NOT allow you to create 5 of the official teams … namely the Dwarf, Goblin, Chaos Pact and Lizardman teams. The Goblin and Dwarf teams because they have weapons on
the roster, Khemri as their top 16 players strength is greater than 54 (56) (which is why they have no AG 3 players), Chaos Pact because they have too many slots (7) and the Lizardman team because it has 70k of
team discount (10k discount each on the 0-6 Saurus and the 0-1 Kroxigor).
3) If you want to allow teams to add in Vampires (which would be fun) a very easy way to program in the Blood Lust skill would be to allow them to attack any member of their own team that does not have Regeneration (a very easy modification that will have the skill work perfectly and allow the Vampire player to be added into other teams).
4) Note on prices for the Big Guys. The starting price still gets divided by 2 for the amount over 100k when
you do the first price calculation.
Example: So a base Big Guy with MA 6 and Loner, Bone-head, and Mighty Blow would be 160k+30k=190k.
Divide the 90k by 2 = 45k. 190k-45k = 145k. Round down and the final calculated price of the Big Guy would
be 140k.
5) If you to try and have the most balanced teams possible. I strongly recommend not making changes to any
stats (Move, Strength, Agility, Armour) other than the ones I listed for each player type

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Re: Guideline/Checklist for building new Teams

Post by dode74 »

Looks similar to the one Galak sent me a while ago: http://forum.bloodbowl-game.com/viewtop ... =457#p3824

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Re: Guideline/Checklist for building new Teams

Post by Cyrus-Havoc »

Thanks for that looks the same & more recent date so must be the latest.

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Re: Guideline/Checklist for building new Teams

Post by Bakunin »

Cyrus-Havoc wrote: 2) Please note … the above rules will NOT allow you to create 4 of the official teams … namely the Dwarf, Goblin, Chaos Pact and Lizardman teams. The Goblin and Dwarf teams because they have weapons on
the roster, Chaos Pact because they have too many slots (7) and the Lizardman team because it has 70k of
team discount (10k discount each on the 0-6 Saurus and the 0-1 Kroxigor).
Khemri also breaks the rules, they have too much STR on the roster

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Re: Guideline/Checklist for building new Teams

Post by GalakStarscraper »

Bakunin wrote:
Cyrus-Havoc wrote: 2) Please note … the above rules will NOT allow you to create 4 of the official teams … namely the Dwarf, Goblin, Chaos Pact and Lizardman teams. The Goblin and Dwarf teams because they have weapons on
the roster, Chaos Pact because they have too many slots (7) and the Lizardman team because it has 70k of
team discount (10k discount each on the 0-6 Saurus and the 0-1 Kroxigor).
Khemri also breaks the rules, they have too much STR on the roster
Thanks ... yes added that to the list ... it is the reason the team has no AG 3 players as it is "over"-strengthed

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Re: Guideline/Checklist for building new Teams

Post by plasmoid »

Perhaps that's why Lizardmen are so awesome in res-tournaments.
If it wasn't for the hard-counter match-up against Wood elfs, they'd be broken in the environment.

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Re: Guideline/Checklist for building new Teams

Post by Regash »

plasmoid wrote:they'd be broken in the environment.
:roll:

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Re: Guideline/Checklist for building new Teams

Post by plasmoid »

That's right. I dropped the B-bomb :lol:
That said, this time it's the stats and percentages kind of broken. Thank goodness for Wood elfs :o (and for that particular definition of "balance/broken")

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Re: Guideline/Checklist for building new Teams

Post by Bakunin »

plasmoid wrote:Perhaps that's why Lizardmen are so awesome in res-tournaments.
If it wasn't for the hard-counter match-up against Wood elfs, they'd be broken in the environment.
:smoking:

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Re: Guideline/Checklist for building new Teams

Post by Smeborg »

IIRC, at the time Lizzies were the only team to be created by a fan (i.e. not by JJ or the BBRC).

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Re: Guideline/Checklist for building new Teams

Post by lunchmoney »

Has anyone done the maths to see if this still works?
Gut thinking it doesn't anymore.

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Re: Guideline/Checklist for building new Teams

Post by Jayward »

It doesn't account for passing, or 5k increments, so there's only so accurate it can be. That said, a lot of them seem to fall into the range of a 5k adjustment to the calculated price.

But outside of that, Black Orc Blockers should be 110k each by the formula, Chameleon Skinks should be 85k+ (depends if the passing boost adds anything). I'd be inclined to say that it fails for newer models with multiple skills, but then it's dead on for Nobility Bodyguards and is only out by 5 for the Princelings.

So it seems that most things have been ported over with some 5k adjustments, and something has changed regarding skill costs on the newer players (or they just pulled some numbers out of thin air).

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Re: Guideline/Checklist for building new Teams

Post by Mystic Force »

Time for someone to do another linear regression, if I get some time I might stick it in Minitab this week.

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