Gnoll Team and new Trait idea
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- Snarlton Heston
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Hurting elves
Skummy, well said! I agree with anything that destroys elves!
What about adding an Ogre to this team or creating a Giant (big guy) for this team? This would be any easy creation: just a new face on an Ogre body.
Skills for the Giant: 6,5,1,9 w/ Mighty Blow, Tackle, and Really Stupid
Snarlton
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What about adding an Ogre to this team or creating a Giant (big guy) for this team? This would be any easy creation: just a new face on an Ogre body.
Skills for the Giant: 6,5,1,9 w/ Mighty Blow, Tackle, and Really Stupid
Snarlton
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President of P.E.T.A. (Punishing Elves is Totally Awesome!)
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- DaImp
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I prefer the Gnolls without a Big Guy. The Hyena feel to the team fits well, and as a result they should act more like a pack. All largely equals with maybe a dominant leader. So no Big Guys, and most of the team has the same position and stats. A curious idea would be to limit the team to 15 linemen and one "pack leader". Maybe something like the Vampire team where there are basically human thralls and a vampire lord.
Just a thought. I have no idea what the stats would be but it could make the team different, and I think that different is the way to go with any new team.
Just a thought. I have no idea what the stats would be but it could make the team different, and I think that different is the way to go with any new team.
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DaImp: I really like that idea. How about;
Special rule - Alpha Male: The player with the most SPP's on a Gnoll team gains +1 strength. If another player on the Gnoll team overtakes the leader in SPP's, they become the new Alpha Male. Immediately make an injury roll for the previous Alpha Male, who also loses their strength bonus. If two players are tied for the lead in SPP's no strength bonus is awarded.
Special rule - Alpha Male: The player with the most SPP's on a Gnoll team gains +1 strength. If another player on the Gnoll team overtakes the leader in SPP's, they become the new Alpha Male. Immediately make an injury roll for the previous Alpha Male, who also loses their strength bonus. If two players are tied for the lead in SPP's no strength bonus is awarded.
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Hey, I like that. Question, though, how would you work out the Alpha Male at the begining of the team?Skummy wrote:DaImp: I really like that idea. How about;
Special rule - Alpha Male: The player with the most SPP's on a Gnoll team gains +1 strength. If another player on the Gnoll team overtakes the leader in SPP's, they become the new Alpha Male. Immediately make an injury roll for the previous Alpha Male, who also loses their strength bonus. If two players are tied for the lead in SPP's no strength bonus is awarded.
Chris
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- DaImp
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Very cool idea Skummy 
So if you had a team that had all the same stats... say:
0-16 Gnolls - 7 3 3 7 Dirty Player (perfect skill for hyenas if you ask me!) 60 or 70 k General
Then the "Alpha Male" rule with these additions to make the Alpha Male just a bit more powerful. +1 strength as well as access to strength and general skills while he is the Alpha Male. Maybe even give him frenzy and leader as well.
This way I get the feeling of a pack of Hyenas. They are true to the character of a Hyena in that they all have dirty player - Hyena's will pull-off any dirty trick to steal a carcass and as they all start with the same skills they act as a pack. Having the Alpha Male as a superior player in the team will give them a clear leader figure and he should be pretty frightening.
I have to say I like the idea of this team
The Alpha Male is intentionally super powerful to balance out the very average stats of the rest of the team. Could be an interesting team to play.

So if you had a team that had all the same stats... say:
0-16 Gnolls - 7 3 3 7 Dirty Player (perfect skill for hyenas if you ask me!) 60 or 70 k General
Then the "Alpha Male" rule with these additions to make the Alpha Male just a bit more powerful. +1 strength as well as access to strength and general skills while he is the Alpha Male. Maybe even give him frenzy and leader as well.
This way I get the feeling of a pack of Hyenas. They are true to the character of a Hyena in that they all have dirty player - Hyena's will pull-off any dirty trick to steal a carcass and as they all start with the same skills they act as a pack. Having the Alpha Male as a superior player in the team will give them a clear leader figure and he should be pretty frightening.
I have to say I like the idea of this team

The Alpha Male is intentionally super powerful to balance out the very average stats of the rest of the team. Could be an interesting team to play.
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I could see giving them leader along with the +1 Strength.
BlanchPrez: The way I see it, starting Gnolls can have a tough time with roster management. Nobody on their starting team has the Leader bonus, but as soon as a player throws a complete pass they've got an Alpha Male. The real problem for them is that when the player who caught the pass goes in for a touchdown, the thrower gets hurt... Also, MVP's could cause some problems after the game as the pack tears apart the former leader. Perhaps their apothecary could get some special verbage to let him operate on injuries sustained through pack damage, even if it is off the pitch?
BlanchPrez: The way I see it, starting Gnolls can have a tough time with roster management. Nobody on their starting team has the Leader bonus, but as soon as a player throws a complete pass they've got an Alpha Male. The real problem for them is that when the player who caught the pass goes in for a touchdown, the thrower gets hurt... Also, MVP's could cause some problems after the game as the pack tears apart the former leader. Perhaps their apothecary could get some special verbage to let him operate on injuries sustained through pack damage, even if it is off the pitch?
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- DaImp
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I would say that the Alpha Male only changes after the game. So even if one player overtakes the Alpha Male in SPP during the game nothing happens until after the game - if the Alpha Male is no longer the player with the highest SPP.
Starting this team could get very nasty!
As for the skills gained by the Alpha Male - all are obviously temporary and are lost as soon as the player is no longet the Alpha Male - leader seems a good choice along with the +1 strength. Drop the frenzy idea. Should he still have access to strength skills though?
Starting this team could get very nasty!

As for the skills gained by the Alpha Male - all are obviously temporary and are lost as soon as the player is no longet the Alpha Male - leader seems a good choice along with the +1 strength. Drop the frenzy idea. Should he still have access to strength skills though?
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I'd say after the game too since there's probably going to be a fight at the change of colors, if you get the drift. If it happened during the game turns might be lost... think about it. the new alpha would go WA on the old alpha to prove his dominance.
Now what would happen if he rolled double skulls???
Now what would happen if he rolled double skulls???

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- DaImp
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What price should the rerolls be?
60k?
So a starting roster could look something like this:
12 Gnolls x60k = 720 k
4 rerolls x 60k = 240 k (960 k)
Fan Factor x 4 = 40 k (1 000 k)
so that would give them a lot of rerolls to start.... plus a leader reroll AFTER the first game (if you use the Alpha Male trait as I proposed ubove).
The thing is, is this really a problem? They are after all a pack and should therefore work well together - hence lots of rerolls. I think it fits.
60k?
So a starting roster could look something like this:
12 Gnolls x60k = 720 k
4 rerolls x 60k = 240 k (960 k)
Fan Factor x 4 = 40 k (1 000 k)
so that would give them a lot of rerolls to start.... plus a leader reroll AFTER the first game (if you use the Alpha Male trait as I proposed ubove).
The thing is, is this really a problem? They are after all a pack and should therefore work well together - hence lots of rerolls. I think it fits.
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I like the idea, but maybe 70K for the re-rolls? That would make it more in line with most teams of 3 RR's for a rookie team, and give you a 7 FF. The reason I suggest this is that after you get any SPP's on your team, you'll always have that Leader RR.
As for skills for the Alpha Male, I like the idea of it having access to Strength Skills, but let it keep those skills after it loose the leader position. I think this is balanced out by the potential for serious injury by the change in Alpha Males. This would vary the team a little until it settled into one Alpha Male that dominated for a long time.
Chris
As for skills for the Alpha Male, I like the idea of it having access to Strength Skills, but let it keep those skills after it loose the leader position. I think this is balanced out by the potential for serious injury by the change in Alpha Males. This would vary the team a little until it settled into one Alpha Male that dominated for a long time.
Chris
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- tchatter
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- DaImp
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I would be happy with 70 k rerolls. 3 starting rerolls is still a good number. Also the ex Alpha Male should keep any additional skills (outside of the +1 strength and leader) he has gained during his time at the top.BlanchPrez wrote:I like the idea, but maybe 70K for the re-rolls? That would make it more in line with most teams of 3 RR's for a rookie team, and give you a 7 FF. The reason I suggest this is that after you get any SPP's on your team, you'll always have that Leader RR.
As for skills for the Alpha Male, I like the idea of it having access to Strength Skills, but let it keep those skills after it loose the leader position. I think this is balanced out by the potential for serious injury by the change in Alpha Males. This would vary the team a little until it settled into one Alpha Male that dominated for a long time.
Chris
I don't really like the WA idea though. I think that would devalue his role in the team too much. He should be the most important player on the team and giving him a neg trait would spoil this.
RSC or RST is another no go for me as I think it may over power the team if they all had it. I see the team as 1 strong player and a bunch of average players.
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