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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Wed Dec 30, 2015 8:32 am 
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babass wrote:
very strong team!
better than humen.

Quote:
Fold - how about making the priests 0-4 and 5339 with dauntless and stand firm? Might eat into the flagellants a little but that would fit my concept of heavily armoured "shield of the weak" type priests.

i like this idea as well.
Quote:
0-16 Zealots - 6338 - G/ASP - 50,000
0-2 Flagellants - 6337 - Frenzy, Dauntless, Thick Skull - GS/AP - 70,000
0-1 Penitent - 4737 - Ball and Chain, Secret Weapon, No Hands - S/GAP - 100,000
0-2 Witch Hunters - 7338 - Stab, Stakes, Pro - GA/SP - 100,000
0-2 Warrior Priests - 5339 - Stand Firm, Mighty Blow - GS/AP - 100,000

Rerolls: 50K
Apo: Yes
When playing with Sigmar Cults or against them, you cannot hire a wizard

like this we would much clear positionnal:
blitzer / runner / blocker
and what about the "necromancer" of necro/undead team?
are you including it as "wizard" as well ?
it would be logic, isn't ?

maybe, the rule "When playing with Sigmar Cults or against them, you cannot hire a wizard(/necromancer)" is too strong
it should be balanced by:
"When a Priest is on the field, both team could not use a wizard/necromancer"


Didn't even think about the necromancer! The team would be very anti-undead...maybe too anti-undead.

Unlike a wizard, the necromancer is apart of the undead teams so maybe forget about the Necromancer. Another idea is maybe increase the price of the wizard to 300k when playing against/with the sigmar cult team. The wizard Is afraid to play against/with the Sigmar Cultist team and only money can tempt one to be hired. Or even just ignore the necromancer and keep the wizard ruling.

The only problem I see with that is tournaments and hiring them In competitions. Maybe the wizard, on top of the other rolls has to roll a 4+ to activate as the wizatd is afraid of the sigmar cult team.


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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Wed Dec 30, 2015 8:41 am 
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or a malus effect on every "wizard roll" for both team : -1

example:
fireball would be 5+ instead of 4+
lightthing 3+ instead of 2+
raising zomby 5+ instead of 4+
toad ...
some cards might be concerned as well...

edit:
and if game between 2 sigmar teams, the malus would cumulative :lol:

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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Wed Dec 30, 2015 2:30 pm 
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Using Fold's original list (which I thought was pretty good) this would be my idea.

0-16 Zealots - 6337 - Stakes - G/ASP - 50,000
0-2 Flagellants - 6337 - Frenzy, Dauntless - G/ASP - 70,000
0-4 Warrior Priests - 7338 - Block - GS/AP - 90,000
0-1 Witch Hunter - 7338 - Mighty Blow, Stab, Stakes - GS/AP - 90,000

See those undead run. You could...........have a special stakes/chaos rule and see them run too! It would have been really cool with the old SW rules and giving the Stakes guys a SW roll of a 10.


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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Wed Dec 30, 2015 9:32 pm 
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harvestmouse wrote:
Using Fold's original list (which I thought was pretty good) this would be my idea.

0-16 Zealots - 6337 - Stakes - G/ASP - 50,000
0-2 Flagellants - 6337 - Frenzy, Dauntless - G/ASP - 70,000
0-4 Warrior Priests - 7338 - Block - GS/AP - 90,000
0-1 Witch Hunter - 7338 - Mighty Blow, Stab, Stakes - GS/AP - 90,000

See those undead run. You could...........have a special stakes/chaos rule and see them run too! It would have been really cool with the old SW rules and giving the Stakes guys a SW roll of a 10.


Personally I don't think the Warrior priests should have block. I liked them having mighty blow instead, making them and interesting blitzer rather than the bog standard.

One problem I see with this is the normal Strength access to the Witch hunter (only one?). If you get 2 touch downs with the Witch hunter, you can give him multiple block making him a freak stabber! And why mighty blow? It'll just make his blocks without stab easier to get CAS. I liked this witch hunter the best...

0-2 Witch Hunters - 7338 - Stab, Stakes, Pro - GA/SP - 100,000

"Witch Hunters have gained 'Pro' - they dont strike me as the best blood bowl players (they dont start with block or dodge), but they are very very good at their job and is an elite player type." - Bakunin 2015


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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Thu Dec 31, 2015 5:16 am 
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The main reason being, I believe in old school describing. The Warrior Priests are bog standard blitzers because this is a skillful human description. I think you need a very good reason to start describing humans differently. There's enough new stuff for a human roster in here anyway.

I think the Witch Hunter is different enough that you can describe him differently. I took the MB from the priests and put it on him, but actually I'd prefer block. FUMBBL stunty has an interesting Skaven player that comes with Stab but G access. He is the blitzer, so you way up whether to use stab or not. It's an interesting tactical choice, and I see a parody with this player. Meaning that you need to be skillful to get the best out of him.

I don't think agility access fits his profile. Ok, it games better, but accurate describing is important. They aren't hit and run namby pamby players. They're in your face, what have you got, type.


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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Fri Jan 01, 2016 7:38 pm 
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Quote:
0-16 Zealots - 6338 - G/ASP - 50,000
0-2 Flagellants - 6337 - Frenzy, Dauntless, Thick Skull - GS/AP - 70,000
0-1 Penitent - 4737 - Ball and Chain, Secret Weapon, No Hands - S/GAP - 100,000
0-2 Witch Hunters - 7338 - Stab, Stakes, Pro - GA/SP - 100,000
0-2 Warrior Priests - 5339 - Stand Firm, Mighty Blow - GS/AP - 100,000

Rerolls: 50K
Apo: Yes


This is very cool roster, and would prefer this team above the Brets, as the new "human" team.
And MB & Stand Firm is better choice than block on the priests.

babass's balancing of the wizard also seems like good choice: "When a Priest is on the field, both team could not use a wizard/necromancer"
Maybe add it as a skill on the priest.

mushoomy wrote:

One problem I see with this is the normal Strength access to the Witch hunter (only one?). If you get 2 touch downs with the Witch hunter, you can give him multiple block making him a freak stabber! And why mighty blow? It'll just make his blocks without stab easier to get CAS. I liked this witch hunter the best...

0-2 Witch Hunters - 7338 - Stab, Stakes, Pro - GA/SP - 100,000


+1

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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Sat Jan 02, 2016 11:30 am 
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Bakunin wrote:
babass's balancing of the wizard also seems like good choice: "When a Priest is on the field, both team could not use a wizard/necromancer"
Maybe add it as a skill on the priest.


Yeah, this is a nice touch. Not sure about the necromancer though.

The problem I see is 2 fold. First, this is very Warhammery, which isn't a move in the direction BB needs (I like it as an optional though). Secondly just adding skills willy nilly 2 humans. It's a dangerous path that will end up in random describing and will lose part of the game's integrity.

Keep some of it simple, and then describe 1 or 2 exotic bits.


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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Sat Jan 02, 2016 2:54 pm 
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harvestmouse wrote:
Bakunin wrote:
babass's balancing of the wizard also seems like good choice: "When a Priest is on the field, both team could not use a wizard/necromancer"
Maybe add it as a skill on the priest.


Yeah, this is a nice touch. Not sure about the necromancer though.

The problem I see is 2 fold. First, this is very Warhammery, which isn't a move in the direction BB needs (I like it as an optional though). Secondly just adding skills willy nilly 2 humans. It's a dangerous path that will end up in random describing and will lose part of the game's integrity.

Keep some of it simple, and then describe 1 or 2 exotic bits.


It is 'very Warhammery', but I would say that the standard CRP is also 'very Warhammery', as we have 4 different Undead teams and 4 different Elf teams.

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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Sun Jan 03, 2016 5:02 am 
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If we are going to make a skill for the priest that negates the use of a wizard or necromancer whilst it is on the field I think we should make it that it's a -1 modifier to the roll, and it stacks so if you had 2 priests on the field it'd be -2. It'd make it that the wizard is still usable (The Lightning bolt would be 4+ roll and it'd be a 6 for a fireball to work), and the necromancer can still be used also. Also, if we're putting it on the priest we should remove mighty blow/Stand firm. However! I believe that skill would be better on the witch hunter? He hunts witches whom use magic wouldn't it make sense to put it on them?


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 Post subject: Re: Sigmar Cult team - Stakes
 Post Posted: Tue Jan 05, 2016 2:33 am 
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