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 Post subject: Werewolf team
 Post Posted: Tue Aug 02, 2011 11:59 pm 
Legend
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I'm sure this has been talked about before (I know it has as I participated in the discussion), but that was a long time ago and just for shits and giggles I thought I'd bring it up again and see what people on the board now thought about it.

In 2ed there was a werewolf team, but basically all players were just human lineman who could turn into werewolves. I think to have a werewolf team in an LRB setting we'd need to add something as BB now doesn't have any one position type teams (gobbos and halflings both have big guys, so technically a 2 position team), and yes, you can purchase all linemen to start with any team if you wish, but that's totally different (your choice, not restircted to only one player type).

So the question would be, how many different positions would their be and what would be the stats? Of course there's the Necro WW, which is fast and has claw and frenzy and the Norse WW (or Ulfenwerener, whatever), which is strong but only has frenzy. The Necro WW was developed over time to what we have now and started out as a fast catcher (or fetcher) type (as it had catch skill as well as razor sharp fangs, which don't exist anymore), but many people disliked the "fetch doggy" type of were and it became what we have today.

I think that if you have a team made up of all werewolves, there would be some that would specialise in different tasks, such as retrieving the ball. So a fast catcher type would be ok IMO. A strong basher frenzy type would work well as a blitzer, but I think there should be a lineman type also.
I don't think that they have to mirror the Necro or Norse WW as those can be specific to their teams.
I'm just wondering if starting all with claw would be too overpowered, but I think we'd need something like that to give them the werewolf feel.
Anyway, enough babbling.

Discuss!

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 Post subject: Re: Werewolf team
 Post Posted: Wed Aug 03, 2011 2:08 am 
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0-2 Lupines 7 2 4 7 Claws, Sure Feet 70k G/A S/P
0-2 Werewolves 8 3 3 8 Claws, Frenzy 120k G/A S/P
0-2 Ulfs 6 4 2 8 Frenzy 110k G/S P/A
0-16 Weres 6 3 3 7 Claws 50k G A/S/P

Would be my idea I think.


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 Post subject: Re: Werewolf team
 Post Posted: Wed Aug 03, 2011 1:05 pm 
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Yeah, I'm never playing any team with that much claw, ever.


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 Post subject: Re: Werewolf team
 Post Posted: Wed Aug 03, 2011 11:31 pm 
Legend
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As I said, having too much claw could be too overpowered, but what else would you use that would give that werewolf feel to the team?

BTW, I never liked the way the 3ed teams were done in that they tried to make them look like WH figs and even had to name the positions like they were different army units. :roll:
I don't think there's anything wrong with calling the positions; blitzers, catchers, linemen (or would that be linewolves?) :D
Not a knock on Corvidius or his team list, just never liked that whole, "we've got to add WH flavour to BB to make it interesting attitude" that GW had in 3ed. But some people do and think that the normal names for positionals are boring and different names give a roster more "flavour".
Anyway, would prefer regular positional names (nothing wrong with having a werewolf blitzer, etc, IMO), but I understand who started playing with 3ed like to have "flavour" names for positions. But in the end it's the stats that we need to discuss and agree on.

So, again, what could be used besides claw to give the team that werewolf feel? (not saying that claw shouldn't be used, but probably not on most players)

Do we need a special BG? (ugh...starting to sound 3ed there) Like a Dire Werewolf (or something?)

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 Post subject: Re: Werewolf team
 Post Posted: Thu Aug 04, 2011 5:43 pm 
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Colin, no offense taken man. :)

I think the main reason i went for non positional names was down to not wanting to fix a function to them so allowing you to assign them your own function if that makes sense.

I think Claw or Frenzy are the only real Werewolfy skills (other than Regen of course).

I'll give some thought to a more traditional positioned list later.


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 Post subject: Re: Werewolf team
 Post Posted: Thu Aug 04, 2011 7:10 pm 
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Corvidius wrote:
0-2 Lupines 7 2 4 7 Claws, Sure Feet 70k G/A S/P
0-2 Werewolves 8 3 3 8 Claws, Frenzy 120k G/A S/P
0-2 Ulfs 6 4 2 8 Frenzy 110k G/S P/A
0-16 Weres 6 3 3 7 Claws 50k G A/S/P

Would be my idea I think.


Lose claw add frenzy to 0-16 weres
bump lupines to 8MA with dodge drop sure feet and claw, make 80k
drop werewolf position to 100k (for lack of regen)

Give a team rule doubles = claw or regen as an option (for +30k)

This would make a crazy frenzy-happy but initially blockless team with the potential for regen and claw .. should be pretty tier3 to start with some potential.

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 12:05 pm 
Legend
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I don’t think all the Weres need to have claw really.

Surely it is only their supernatural strength that gives them the ability to rip through armour, the actual claws wouldn’t be any better at cutting through armour than a big spiked gauntlet as wielded by a dwarf blocker or Black Orc.

I also like the idea of different levels of Weres, either foxes, bears or cats as opposed to just wolves or the more ancient ones being more powerful, kind of like vampires. Just like we have 2 very different types in the norse and necro team.

What’s the fluff for BB werewolves anyway? Are they mutants, a genetic family trait passed down or are they created by being bit like in the horror movies?

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 12:45 pm 
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Not sure what the GW background for werewolves is, think it might be the traditional one (getting bit).
There were other weres mentioned in the 2ed BB fluff (werebears, werecats), but no stats ever given. A mixed were team is something totally different from a straight werewolf team and would be probably easier to do (strong bears, fast cats, wolves somewhere inbetween)

But the only official team in 2ed was the werewolf team and getting a funtional team with more than one psoition for today's rules is the challenging part.
Maybe only have 3 types of werewolves (like in the mixed were team), one strong, one fast, and one inbetween.

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 1:32 pm 
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How about an additional mechanic to deal with them being "Were-"

All players have an Amazon statline and Exceptional Skill "Lycanthropy"

1-16 Lycanthrope - 6 3 3 7 Lycanthropy

Lycanthropy
    When this player is activated Roll a D6, on the result of a 6+ the player changes into his Were-form and gains +1 MV, +1 ST, +1 AG, +1 AV Claws, Frenzy, +1 "Lycanthropy Checks".

    The player remains in Were-form until he fails a future Lycanthropy check.

Would require potentially 32 miniatures for a team but would look cool with them randomly changing into werewolves and back throughout the game.

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 2:31 pm 
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Maybe for each drive each player has to roll to see what state they are in:

1-3
Human Thrall: 6 3 3 7

4-6
Werewolf: 8 3 3 8 Claws and Frenzy Regen.

Of course you will need 2 teams to play all the different positions.

Note even KO'd and injured players roll a die... if they change into a werewolf regen roll at the end of the drive. Note dead players cannot change!

Skills GA?

Cost: 80k a player.
Rerolls: 60K

It would be an amusing game as players shifted form.

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 2:34 pm 
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The overhead would be massive to roll for every player at the start of every turn, which is why I suggested on Activation.

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 3:15 pm 
mattgslater's court jester

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harroguk wrote:
The overhead would be massive to roll for every player at the start of every turn, which is why I suggested on Activation.


That's why I said per drive. Which I think is the correct term (?)

From Kick off until Touchdown/end of half.

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 3:20 pm 
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Smurf wrote:
harroguk wrote:
The overhead would be massive to roll for every player at the start of every turn, which is why I suggested on Activation.


That's why I said per drive. Which I think is the correct term (?)

From Kick off until Touchdown/end of half.


Sorry, I missread, but even so, on a full squad of 16 you are going to average 8 Werewolves which is waaaay to much Claw and Frenzy IMO

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 Post subject: Re: Werewolf team
 Post Posted: Fri Aug 05, 2011 6:35 pm 
mattgslater's court jester

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Frenzy can work against you.

Not forgetting a decent skilled player may revert back to human. Not so tough now little man.

As a human they do not have regenerate.

Now and then there could be less werewolves on the pitch, plus frenzy isn't good all the time. Sidesteppers placing the werewolves next to the sidelines. Push backs into a group of guard.

Cage tactics will be difficult to master as the cage corners will need to follow up.

BTW are werewolves GA?

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 Post subject: Re: Werewolf team
 Post Posted: Sat Aug 06, 2011 12:07 am 
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Your suggestions sound a bit too similar to the 2ed team. I was looking for something a bit different than a one position team of linemen that can change into weres.

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