Centaurs - A team of Speed, not of Agility
Posted: Wed Oct 14, 2015 5:59 pm
Centaurs - Runners on Fleet Foot
16 Linesmen -60k 6/3/3/7 Sure Feet, Sprint - GP/AS
2 Throwers - 70k 6/3/3/7 Sure Feet, Sprint, Strong Arm - GP/AS
4 Runners - 80k 7/3/3/7 Catch, Sure Feet, Sprint - GP/AS
2 Blitzers - 100k 6/3/3/8 Block, Sure Feet, Sprint - GSP/A
1 Minotaur - 150k 5/5/2/8 Loner, Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal S/GAP
Rerolls - 60K
I used the Greek Theme of the Centaurs, which put an emphasis on Archery. Since these are blood bowl players, I didn't think the most skilled archers would be on the team, but with the cultural emphasis, everyone would have access to the Pass Skill. Since everyone has Pass Access, I want the Thrower to be distinct, and have something that would be tough for a regular thrower to get. I gave him Strong Arm for 10k. I am tempted to give him Pass as well, but 4 skills on a starting player seems like a lot.
Since they half horse, I wanted to make them quick, but I didn't want to tread on the Skavens theme. So instead of faster players, I thought I would look at the Bull Centaurs for inspiration, and gave them all Sure Feet and Sprint for 30k. To keep the price reasonable, and to emphasis their wild nature, I left them with 7 armor. They aren't wearing a lot of barding, just raw savagery.
Finally, to make it more distinct from the skaven, I made sure that there was no normal access to dodge. They get Sure Feet and Sprint, and they runners start with Catch (someone should have it if you have a team full of throwers), but without Agility access, movement will be a bit restricted. This is one of those times were I wish that movement and ball handling were broken out as skills and as physical attributes.
edit 1 - Updated Runners to cost 80k and have 4 positions. Reduced Blitzers to 2 positions
edit 2 - Made small edits
edit 3 - add a Minotaur, but without Mutation access.
16 Linesmen -60k 6/3/3/7 Sure Feet, Sprint - GP/AS
2 Throwers - 70k 6/3/3/7 Sure Feet, Sprint, Strong Arm - GP/AS
4 Runners - 80k 7/3/3/7 Catch, Sure Feet, Sprint - GP/AS
2 Blitzers - 100k 6/3/3/8 Block, Sure Feet, Sprint - GSP/A
1 Minotaur - 150k 5/5/2/8 Loner, Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal S/GAP
Rerolls - 60K
I used the Greek Theme of the Centaurs, which put an emphasis on Archery. Since these are blood bowl players, I didn't think the most skilled archers would be on the team, but with the cultural emphasis, everyone would have access to the Pass Skill. Since everyone has Pass Access, I want the Thrower to be distinct, and have something that would be tough for a regular thrower to get. I gave him Strong Arm for 10k. I am tempted to give him Pass as well, but 4 skills on a starting player seems like a lot.
Since they half horse, I wanted to make them quick, but I didn't want to tread on the Skavens theme. So instead of faster players, I thought I would look at the Bull Centaurs for inspiration, and gave them all Sure Feet and Sprint for 30k. To keep the price reasonable, and to emphasis their wild nature, I left them with 7 armor. They aren't wearing a lot of barding, just raw savagery.
Finally, to make it more distinct from the skaven, I made sure that there was no normal access to dodge. They get Sure Feet and Sprint, and they runners start with Catch (someone should have it if you have a team full of throwers), but without Agility access, movement will be a bit restricted. This is one of those times were I wish that movement and ball handling were broken out as skills and as physical attributes.
edit 1 - Updated Runners to cost 80k and have 4 positions. Reduced Blitzers to 2 positions
edit 2 - Made small edits
edit 3 - add a Minotaur, but without Mutation access.