Gnoll Team and new Trait idea

For Fantasy Football related chat that doesn't come under any of other forum categories.

Moderator: TFF Mods

Post Reply
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

Rune wrote:When I first heard of Phil's plans to make a gnoll team last year, I just had to make up some blood bowl rules for them. Guess this is a good spot to post them. I went with how Phil made them in Elfball: A bit faster than humans, but less skilled.

Code: Select all

Gnoll Teams                        
                        
Position    Qty   MA  ST  AG  AV   Skills                 Skill Access   Cost
Linegnolls  0-12  7   3   2   8                           Gen            50k
Blockers    0-4   6   3   2   9    Block                  Gen, Str       70k
Blitzers    0-2   7   3   3   8    Block                  Gen, Str       90k
Runners     0-2   8   3   3   8    Sure Hands, Sure Feet  Gen, Ag        90k
                        
Rerolls: 60k                                               
I am a bit afraid that they're too powerful, but I'm not sure.

Any comments?
That runner would frighten the Crap out of me. I think the Sure feet has got to go and still be left at 90k

Reason: ''
User avatar
Grumbledook
Boy Band Member
Posts: 10713
Joined: Sat Sep 21, 2002 6:53 pm
Location: London Town

Post by Grumbledook »

Movement 7 with armour 8 for a linemen is way too powerful for 50k, the fast moving teams all have mv7 av7, in fact most fast moving teams have a lot lower av

Reason: ''
Marcus
Da Tulip Champ I
Posts: 1664
Joined: Thu Jan 01, 1970 12:00 am
Location: Australian in London
Contact:

Post by Marcus »

Sorry, don't like the dirty player version. Since GWs efforts with Norse/Amazons I'm a little tired of the rather lazy roster building idea of giving everyone one specific skill - common to the whole team.

Possibly the best way to come up for a new idea for a team is to remove one aspect from common gameplay. Teams are defined by their weaknesses. Pick a weakness for the team and then build around it. Lack of passing ability has been done, strength skills, armour, etc. All the common ones have gone. Lizardmen made it interesting by removing the middle ground from a team as a weakness.

OK - lets look at some Gnolly things: You've got pack-style animals. Pagans, moon-howling, frenzying, hatred of giants. There's some ideas there.

How about all having all gnoll linemen with ST2 and Dauntless? 4 Druids with Guard to stimulate the pack aspect, Make them your ballcarriers to make for a different playing style to other teams. Blitzer/Warrior types with Frenzy complete the pack.

I'd give them cheap rerolls. Partly because they lack in other areas, partly to represent the discipline of a hunting pack.

Code: Select all

0-12 Pack Gnolls    7 2 3 8  Dauntless  Gen
0-4  Gnoll Shamen   6 3 3 8  Guard, Sure Hands   Gen, Pass
0-2  Gnoll Hunters  7 3 3 8  Frenzy, Claw  Gen, St

RR:  50k
What you end up with is an interesting blend of hitting power combined with lack of resilience.

Just throwing that into the mix....

Reason: ''
Marcus - [url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?p=42448#42448]Hall of Famer[/url] - [url=http://www.irwilliams.com/ecbbl/index.php]Edinboro Castle Blood Bowl League[/url]
User avatar
Relborn
Super Star
Super Star
Posts: 1067
Joined: Fri Jul 05, 2002 8:09 am
Location: Stuttgart, Germany
Contact:

Post by Relborn »

Sorry Marcus, don't view this as back-critizising.

You seem to really like Fantasy style teams (like the dwarves, High Elves ...). The way you created your Gnoll Version, fits very well ... IF you like this way of viewing Bloodbowl teams.

Personally I would prefer an "Footballish" Version of an Gnoll team. Try one and maybe we get on a same level ...

Reason: ''
MikeWyant
Rookie
Rookie
Posts: 10
Joined: Sun Jan 05, 2003 1:07 am
Contact:

Post by MikeWyant »

Position Qty MA ST AG AV Skills Skill Access Cost
Linegnolls 0-12 7 3 2 8 Gen 60k
Blockers 0-4 6 3 2 9 Block Gen, Str 70k
Blitzers 0-2 7 3 3 8 Block Gen, Str 90k
Runners 0-2 7 3 3 8 Sure Hands, Sprint Gen, Ag 90k

Rerolls: 60k

How about this?
A simple 10K Price increrace for the Linegnolls and a 1 pt move reduction and Sprint instead of Sure feet for the Runners. this way they are potentially fast, but it is risky which is kinda gnollish.
One other possibility is to give Str access instead of Ag to the runners, also more Gnollish and making the Surefooted runner rare.

Reason: ''
User avatar
Dave
Info Ed
Posts: 8090
Joined: Sun Oct 20, 2002 8:19 am
Location: Riding my Cannondale

Post by Dave »

Something that just hit my eye (autch!!)

Why give all these players acces to general skills??

Make the blockers and blitsers Str only, and make RR more expensive.

I like Marcus' idea. It's rather different and different is usually nice.

Reason: ''
Image
User avatar
Rune
Experienced
Experienced
Posts: 91
Joined: Thu Nov 21, 2002 2:29 pm
Location: Norway
Contact:

Post by Rune »

MikeWyant wrote:Position Qty MA ST AG AV Skills Skill Access Cost
Linegnolls 0-12 7 3 2 8 Gen 60k
Blockers 0-4 6 3 2 9 Block Gen, Str 70k
Blitzers 0-2 7 3 3 8 Block Gen, Str 90k
Runners 0-2 7 3 3 8 Sure Hands, Sprint Gen, Ag 90k

Rerolls: 60k

How about this?
I like this one. Sprint fits better than sure feet, and I was planning to reduce the movement of the runners anyway.

Reason: ''
User avatar
Relborn
Super Star
Super Star
Posts: 1067
Joined: Fri Jul 05, 2002 8:09 am
Location: Stuttgart, Germany
Contact:

Post by Relborn »

personally I won't think that blockers would fit very well into a gnoll team ...

In most teamlist I miss the Hyaena aspect ... any suggestions ?

Reason: ''
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

How About

0-12 Gnoll Lineman 7 3 2 7 Shadowing 50k Gen
0-4 Gnoll Blitzer 7 3 3 8 Strip Ball, Tackle 90K Gen, St
0-4 Gnoll Blocker 7 3 2 7 Guard 60K Gen, St

Re-Rolls 50k

Reason: ''
User avatar
Grumbledook
Boy Band Member
Posts: 10713
Joined: Sat Sep 21, 2002 6:53 pm
Location: London Town

Post by Grumbledook »

thats a lot of shadowing ;]

Reason: ''
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

Well i dont think shadowing is particularly overpowering on this team, and gives the team a new sense of direction. Plus a different set of skills on the Blitzer and a blocking position (which probably needs reclassifying perhaps adding AV 8 and increasing the cost , or droping MA to 6 )

Reason: ''
Skummy
Legend
Legend
Posts: 4567
Joined: Fri Oct 11, 2002 5:48 pm
Location: Camping on private island, per BBRC advice.

Post by Skummy »

Shadowing on this team is going to casue the most problems for Elf teams, and it will likely cause quite a few casualties.

Not that I have a problem with that...

Reason: ''
[url=http://www.bloodbowl.net/naf.php?page=tournamentinfo&uname=skummy]Skummy's Tourney History[/url]
McDeth
Legend
Legend
Posts: 3016
Joined: Thu Jan 01, 1970 12:00 am
Location: Worcester, England
Contact:

Post by McDeth »

Skummy wrote:Shadowing on this team is going to casue the most problems for Elf teams, and it will likely cause quite a few casualties.

Not that I have a problem with that...
Agreed but the low AV means the elves should be able to mix it up against this team, and the low AG throughout means the Gnolls will find it difficult to move the ball. the intention being that the team should be able to provide a decent defence but be weaker in attack. I wouldn't really see them as being as competitive as the traditional rosters

Reason: ''
Skummy
Legend
Legend
Posts: 4567
Joined: Fri Oct 11, 2002 5:48 pm
Location: Camping on private island, per BBRC advice.

Post by Skummy »

The lack of agility does hurt them, but they do have a movement advantage. Having 8 players with strength skills is significant, but the lack of a big guy will also hurt them a good deal. It's an interesting roster, and I'd love to see what a good coach could do with it.

Reason: ''
[url=http://www.bloodbowl.net/naf.php?page=tournamentinfo&uname=skummy]Skummy's Tourney History[/url]
Cool Hand Fluke
Veteran
Veteran
Posts: 182
Joined: Fri Apr 11, 2003 12:31 pm

Post by Cool Hand Fluke »

I know it doesn't add much to this thread but i've just seen the shadowforge site on here. I gotta get me some bunnies :D

Reason: ''
Darren Woodward
Post Reply