That runner would frighten the Crap out of me. I think the Sure feet has got to go and still be left at 90kRune 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.
I am a bit afraid that they're too powerful, but I'm not sure.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
Any comments?
Gnoll Team and new Trait idea
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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.
What you end up with is an interesting blend of hitting power combined with lack of resilience.
Just throwing that into the mix....
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
Just throwing that into the mix....
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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 ...
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 ...
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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.
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.
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I like this one. Sprint fits better than sure feet, and I was planning to reduce the movement of the runners anyway.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?
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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 rostersSkummy 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...
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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.
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