Stunty Players - improvments

Got a great idea and/or proposal for BloodBowl?

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AntonLunau
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Re: Stunty Players - improvments

Post by AntonLunau »

Lizardmen is a fine team but not super against higher TV
Ogres are not very good against higher TV (or any other teams)
Goblins an OK TV 1000 team but not very good against higher TV teams
Master chefs are excellent but halflings are STILL not very good. Only exception being a starting 600 TV team with root + chef against a starting 1000 team.

Halflings ONLY way to stay slightly competetive is to stay 400 rating under opponents meaning that you have to cut all guys with skillups.

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Darkson
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Re: Stunty Players - improvments

Post by Darkson »

Hence why to link improvements to Right Stuff rather than Stunty.

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legowarrior
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Re: Stunty Players - improvments

Post by legowarrior »

It seems that Halflings would have benefit from having 3 treemen, and all stunties could benefit from Positionals with General Skills Access. Face it, half the skinks cut are cut because they can't get sure hands, kick, or something basic like that.

So, if we give Halflings/Goblins and Skinks G Access, they would be more flexible, and giving them necessary skills would cost slightly less.

As to positionals, why don't halflings have runners, blitzers and what not, ever other race has them. In the end though, these teams are just weak, and made so on purpose.

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Re: Stunty Players - improvments

Post by Urb »

I cannot overstate how much I would dissagree with improving skinks. Goblins do not need a boost either. Flings seem to have a place in BB. A challenge for those who have been there done that.

Stunty + gen access is totally wrong to me when it comes to game mechanics.

@darkson. Interesting idea about the right stuff. Merits more thought.

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Re: Stunty Players - improvments

Post by legowarrior »

Why is it completely wrong?

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Re: Stunty Players - improvments

Post by Urb »

legowarrior wrote:Why is it completely wrong?
First and foremost I shouldn't say wrong. It's only my view of how the game should work so there is no right or wrong.

But to elaborate I believe the rule makers try to maintain a balance in the game. They allow for certain combinations to be possible but difficult to obtain. Blocking mummies come to mind.

Think about it. A team of block sidesteping stripball dauntless dp sneaky git skinks. Realistically how many teams could handle that at the lower tv? Goblins are not far off that of skinks.

I realize at higher tv stunties alone don't stand a chance but for mid to low tv I definitely see a issue.

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Re: Stunty Players - improvments

Post by legowarrior »

It seems to me that Dauntless is the problem. It is way powerful.

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Re: Stunty Players - improvments

Post by garion »

I dont think they should have G access, that woul dmake them too good, though I do think stunty players should have acccess to dirty player and kick. Those are such basic skills and they wouldnt have a huge impact on the teams.

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Re: Stunty Players - improvments

Post by Afroman »

Lets just bring the chaos Halfling into play! *Evil sinister laugh*

They could a 0-1 position into the team!

for those of you who might not remémber these little buggers:
http://www.midgardbb.com/MBBLTeams/ChaosYum.html

or another "less crazy" idea:
Skill "Vines" (only available for wooden things)
Works just like tentacles.

How many times haven't I wished the trees had Tentacles....


But seriously, I just want a skill reroll for landing.

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Re: Stunty Players - improvments

Post by Steam Ball »

Time ago I thought about a 5*5 special TZ for rooted players, so a standing still Tree would be a nasty roadblock. This Branch Zone would be like a TZ but without the -1 when going into it from plain TZs (or other BZ square), just dodge roll needed to leave any of its squares (-1 from TZs in target square would apply). IIRC it would give a Tichy-like zone over the extra squares. Optional use like any other skill, so Tree's coach can say "want to block the Tree? fine, no dodge to get in contact, fight!".

What about Vines: a rooted player gets Tentacles, but only while rooted, so he loses them once unrooted by a block or end of drive. BZ and Vines, fluff-wise, would represent the roots going everywhere and the extra range the arms would get by being able to have the feet stuck to the ground. Vines would be simpler than the 5*5 BZ, even if less effective.

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