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Beastmen Revised
Posted: Fri Nov 09, 2007 6:38 am
by jollyork
OK, after reading all the comments on the last test version, I'm back with revisions. I found myself agreeing that the last incarnation I posted was really just a variation on the Chaos Dwarf roster, so this time I wanted to separate the Beasties by emphazing speed a bit more, like their Ambush rule in WFB. Here's my new proposed roster:
Code: Select all
0-16 Ungors 30,000 6 2 3 7 None A-GPS
0-4 Gors 60,000 6 3 3 8 Horns GS-AP
0-4 Centigors 120,000 8 3 3 8 Bonehead, Frenzy, Sprint A-GPS
0-2 Bestigors 90,000 7 3 3 9 Horns GSM-AP
0-1 Minotaur 150,000 5 5 2 8 (as LRB5) S-GAPM
As always, feedback is very much appreciated. Thanks!
Posted: Fri Nov 09, 2007 8:59 am
by stormmaster1
for centigors i'd go with sure feet rather than sprint. Although they already have MA8, sure feet would be the ebst skill to give them consistently more speed. Plus fluffwise 4 legs surely makes it harder to fall over running.
Posted: Fri Nov 09, 2007 9:35 am
by plasmoid
Hi Stormmaster,
>Plus fluffwise 4 legs surely makes it harder to fall over running.
Then again, centigors are reputed for always being drunk!
Both fluffwise and balancewise I'd avoid sure feet.
Cheers
Martin
Posted: Fri Nov 09, 2007 10:40 am
by fen
Ugh, those centigors just don't look like centigors to me. They're weak, have almost nothing to define their nature/fluff - just frenzy and what on earth is up with giving them agility access only? That's no moon...
I don't mind the rest, though mutation access should be normal skill access across the whole list (apart from maybe the mino & centigors who get it on a doubles).
Posted: Fri Nov 09, 2007 10:47 am
by Darkson
Sorry, still don't like it. The Centigors are wrong will MA11, the whole team should have M access (accept maybe the mino), and Ungors seem to weak (I perfer a ST3 AV7 version).
Posted: Fri Nov 09, 2007 10:51 am
by bouf
I still like this one
Code: Select all
0-16 40,000 Ungors 6 3 3 7 G/APSM ~
0-4 60,000 Gors 6 3 3 8 GS/APM Horns
0-2 90,000 Bestigors 6 3 3 9 GSM/AP Block, Horns
0-2 110,000 Centigors 7 3 3 8 GS/APM Bone-Head, Frenzy, Sprint, Sure Feet
0-1 150,000 Minotaur 5 5 2 8 S/GAPM (skills as LRB)
Rerolls: 70,000
Max Spleenripper
Wilhelm Chaney
Zarag Madeye
Lord Borak the Despoiler
Grashnak Blackhoof
Morg 'n' Thorg
I disagree that the whole team should have M access... Why should Skaven be the only ones who get M on doubles?
It gives the beasts a chaos feel without being
another Chaos team.
Posted: Sun Nov 11, 2007 12:19 am
by Joemanji
For me, the Beastman team must add something new to the game, in terms of playing styles.
An all AV 8 team is one such angle - i.e. stunties, linemen, blockers, big guys - the lot!
So for example a AV8 player with ST 2 and is new. 6238 Dodge @ 40K and with Agility access. A player with access to Agility and Mutation skills on Normal rolls is a prime example of something new that this team could bring to the game. However, ST2 here would balance them out as that might be really good (or might not).
Something else not seen before in BB would be a player who started with ST4 and Horns, allowing a ST5 blitz. So this could be a 5438 Horns Blocker or Bestigor @ 100K.
The Centigor isn't that interesting for me in that regard, although if he exists at all it would be something like: 6428 Frenzy, Horns, Sprint (i.e. no bonehead, but losing Sure Feet to imply the drunkeness). The problem with this is that you can't give them AG3, or else they become the team's prime ball carrier, which really does not fit the idea of the player. So they have to have AG2, but then they are poor at dodging and essentially just become blocker types, easily pinned down by a TZ, thus wasting the value of their high MV. They then become horribly overpriced. You could add Break Tackle to counter this, but then at 4 skills they come overdescribed. He is a problem and doesn't really add anything good. I'd rather see him as a star player. They aren't really seen that often in WHB, so there isn't a great need for them in BB.
In which case, a non-stunty team with 2 big guys might be interesting. This would work with Minotaurs, as Wild Animal really is a lot harder to fold into a team strategy on a turn-by-turn basis than either Bonehead or Really Stupid. You really struggle to keep them up with play, and I find them much more of liablity than even Trolls.
Joe
Posted: Sun Nov 11, 2007 3:19 pm
by jollyork
Hmm, very interesting points, Joemanji. I like your train of thought on all counts, so I will ponder some more. My only concern would be ending up with a team that has too many "unique" items and becomes unplayable.
Posted: Sun Nov 11, 2007 3:33 pm
by fen
Joe is pretty close to my prefered type of beastman team.
I've always wanted to see an AM access player added to the game.
So I'd prefer to see something like this
0-12 6238 - AM
0-4 6338 - Horns - GSM (could easily go 0-2 on these to avoid 'Orc' syndrome)
0-2 5438 - Horns - GSM
0-2 6428 Wild Animal, Frenzy, Sure Feet/Horns -GS/M
0-1 Minotaur - S/M
60K rerolls
3 Wild animals is another thing I'd really like to see in a team, it makes tactics interesting as you can't rely on all of these players. So you end up having to compromise.
Posted: Sun Nov 11, 2007 4:27 pm
by stashman
Have to:
0-16 Beastmen 6338 Horns GSM/AP 60K
0-4 Bestigor 6438 Horns GSM/AP 120K
0-1 Minotaur
Posted: Sun Nov 11, 2007 9:58 pm
by bouf
fen wrote:
0-12 6238 - AM
0-4 6338 - Horns - GSM
0-2 5438 - Horns - GSM
0-2 6428 Wild Animal, Frenzy, Sure Feet/Horns -GS/M
0-1 Minotaur - S/M
60K rerolls
I could get behind this team but...
A) I prefer the
7 3 3 8 / Bonehead Stat line for the Centagor. Failed Bonehead makes them incapable of catching the ball. So it will make them a challenging player to use, but when they work they will come of gang busters! Wild animal is a challenge to use in other ways though... so I could go that way with little convincing.
6 4 2 8 is just too "Bull Centaur" for me.
Although I hadn't considered giving them horns, I see no problem in swaping Sprint for Horns...
B) I think that the 5 4 3 8 is a little too Chaos Warrior... Not sure what to suggest in it's stead. keeping them 0-2 is a step in the right direction.
C) I'd give the little guy 0-16 and Dodge to start. ST2 without Dodge is just mean!