Pact/Underworld for 'good' races

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Chris
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Pact/Underworld for 'good' races

Post by Chris »

There must have been many suggestions for these two teams. Were any of them good?

Something along the lines of

Mootland Alliance
0-12 Halfings
0-2 Human Linemen
0-2 Human Throwers
0-2 Blitzers
0-1 Ogre
RR 70k
I take it they would have Animosity too. A halfling team with less pain and a better TTM option. Or a human team that is a bit like the Orc team :)

Bright Crusaders
0-16 Human Linemen
0-2 Halflings
0-2 Elf Linemen
0-2 Longbeards
0-1 Ogre
RR 70k
Animosity again? Or not since they don't have the excellent Chaos marauders? Need a human positional like a thrower or blitzer as well?

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lucasluckydelux
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Re: Pact/Underworld for 'good' races

Post by lucasluckydelux »

I am also thinking about it these days. I am trying to find something reasonable to present to my local league.

I think this one is too strong:

http://www.midgardbb.com/MBBLTeams/Imperial.html

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Re: Pact/Underworld for 'good' races

Post by lucasluckydelux »

There's also this one which is closer to your bright crusaders but with blitzers instead of the ogre.

http://www.midgardbb.com/OrgTeams/ImperialOrg.html

I don't see an oger in a "good" pact team.

What do people think about it?

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Re: Pact/Underworld for 'good' races

Post by GalakStarscraper »

lucasluckydelux wrote:I am also thinking about it these days. I am trying to find something reasonable to present to my local league.

I think this one is too strong:

http://www.midgardbb.com/MBBLTeams/Imperial.html
I can tell you that having 2 players randomly miss each game makes this a team that comes built in with issues.

The MBBL2 has seen 29 Heroes of Law teams. Their combined record is 169 W / 130 L / 16 T. That win rate puts them 21st out of the 88 races allowed in the MBBL2.

Tom

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Re: Pact/Underworld for 'good' races

Post by lucasluckydelux »

Thanks Tom... I must say I didn't read it carefully.

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Re: Pact/Underworld for 'good' races

Post by Chris »

You get good Ogres too!
Surely they are so dumb its nurture not nature? :)

I think the objective should be to not use special rules?

Though some of that honourable stuff could be done by a player (big guy?) with fan favourite. Or even better star player with fan favourite for them. Dropping amnosity is another. Though that could encourage RR at 80k to compensate?

The Imperial one is interesting. Maybe the analogy would be the Chaos dwarves? (Another team with 6 dwarves as the basis of the team!)

The various positional seem to then need the special rule hampering it.

How would a team of 0-4 dwarves, 0-4 halflings, 0-12 human linemen be? I would want an Ogre in there since these chaps are Imperials rather than the honourable types. If that was too weak throw in a couple of human throwers instead of the big guy? Shouldn't be more than tier 2 though.

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Re: Pact/Underworld for 'good' races

Post by plasmoid »

I use a Tilean team.
Surely the merchant princes are an obvious choice for a good(ish) mercenary team :D

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Re: Pact/Underworld for 'good' races

Post by Chris »

Surely Tilians would be quite easy...

Human team.

Special rule - All players on team suffer from Amnosity, team can hire any star player :)

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Re: Pact/Underworld for 'good' races

Post by spubbbba »

I think mixed race teams are a very tricky thing to do well.

Both pact and underworld have the advantage of mutation access which opens up some interesting options for the ogre, troll, goblins and dark elf on these teams since they normally can’t get access to these skills.

Having less animosity is one way of compensating them for the loss of mutation access I suppose. Maybe just on dwarfs and elves since they tend to look down on the younger races and each other?

It’s much harder to do this for the good races as you risk either getting a broken roster with dwarf bashers, elf ball handlers and cheap human linemen, a version of pact or underworld only duller or something that requires extra rules like the MBBL2 team and I honestly think if a team needs extra rules then it should be kept as a fun house rule option.

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Re: Pact/Underworld for 'good' races

Post by Chris »

I remember a reference to all the worse positions 'good' pact team. So Norse thrower, amazon catcher (halflings worse surely?). Who would fill out the positions?

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Re: Pact/Underworld for 'good' races

Post by inkpwn »

I think it would be fun to tinker around with this idea a bit more :D
Maybe the team should work around the idea of superior team work.
0-2 ogres 140,000, All skills the same as normal human team ogre but no loner.
0-1 wood elf llineman 70k
0-1 halfling 40k
0-1 slann lineman 60k
0-16 human lineman 50k
60k re-rolls
Human star players + deeproot strongbranch
Maybe 40k blood weiser babes if you want it to have a touch more beef. Kinda beefy allready.

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Re: Pact/Underworld for 'good' races

Post by plasmoid »

Oh, we also had a supremely playable house rule team before Underworld.
It was very similar to current underworld. No mutations, but 2 big guys.

Moot Team
0-16 halflings
0-2 human throwers
0-2 human blitzers
0-2 human linemen
0-2 Ogres

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Re: Pact/Underworld for 'good' races

Post by Chris »

What, no human catchers... :)

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Re: Pact/Underworld for 'good' races

Post by spubbbba »

Chris wrote:What, no human catchers... :)
Actually swap the catchers for Blitzers on Plasmoid's version and that would be a more interesting good underworld team. The option of 0-2 Ogres (or maybe 0-1 ogres and 0-1 treemen) could make up for the lack of mutations and blitzers.

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Re: Pact/Underworld for 'good' races

Post by Ulthuan_Express »

spubbbba wrote:
Chris wrote:What, no human catchers... :)
Actually swap the catchers for Blitzers on Plasmoid's version and that would be a more interesting good underworld team. The option of 0-2 Ogres (or maybe 0-1 ogres and 0-1 treemen) could make up for the lack of mutations and blitzers.
Ladies and gentlemen, the Bad Bay Hackers :D

I like the idea of a 'good' Pact or Underworld team (or both)... you could still do either with the 'good' race models, after all.

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