Gnoll Team and new Trait idea
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even with str 2 these guys are still going to be a difficult team to get 2 dice blocks on. Plus it does force the coach to play using pack tactics.
I think it makes for a good concept team. And they can never have Big Guys... ever, or Star PLayers (just not in the pack nature).
That said I understand Phil's rationale behind giving the players strip ball (and str 3) and I can accept that as a possible route for the team as well. Personally I think I still prefer the str 2 guard route though.
Either way I like this team
I think I am going to have to buy some Gnolls from you Phil. I was intending to use them as beastmen alternatives for a Chaos team... but maybe now I will be able to get 2 team variations for the price of 1.....
I think it makes for a good concept team. And they can never have Big Guys... ever, or Star PLayers (just not in the pack nature).
That said I understand Phil's rationale behind giving the players strip ball (and str 3) and I can accept that as a possible route for the team as well. Personally I think I still prefer the str 2 guard route though.
Either way I like this team

I think I am going to have to buy some Gnolls from you Phil. I was intending to use them as beastmen alternatives for a Chaos team... but maybe now I will be able to get 2 team variations for the price of 1.....
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Im also feeling the urge to by those damn fine minis.. but I have succeeded to hold back this far, really dont have the money to spend. But they would be great beastmen. 
Skip the second skill then, if we follow the Alpha Male route, maybe he could have dodge instead of strength, or maybe both. It would require some game-testing before one knows how it would work.
Personally I dont think that one player with streanght 3 would be too powerful, since that would be only one block or blitz per turn. And with no assists it would be futile, so it would have to be planned carefully. But if you plan well, it would be like having a big guy, wich could work as beeing the replacment of one.
Also, what would happen if the Alpha Male got injured or knocked out? Nothing, or would the rest of the pack battle for his position?

Skip the second skill then, if we follow the Alpha Male route, maybe he could have dodge instead of strength, or maybe both. It would require some game-testing before one knows how it would work.
Personally I dont think that one player with streanght 3 would be too powerful, since that would be only one block or blitz per turn. And with no assists it would be futile, so it would have to be planned carefully. But if you plan well, it would be like having a big guy, wich could work as beeing the replacment of one.
Also, what would happen if the Alpha Male got injured or knocked out? Nothing, or would the rest of the pack battle for his position?
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So here's what we have so far, right?
Gnoll 7237 Gaurd 70K General
RR 60K
Alpha Male rule (not going to re-post it here).
How's this for another position player?
Gnoll Pup 8137 Sure Hands (not sure on price)
Not being a full grown adult, gnoll pup's are not elegable for the Alpha Male rule.
Chris
Gnoll 7237 Gaurd 70K General
RR 60K
Alpha Male rule (not going to re-post it here).
How's this for another position player?
Gnoll Pup 8137 Sure Hands (not sure on price)
Not being a full grown adult, gnoll pup's are not elegable for the Alpha Male rule.
Chris
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At times like these I am reminded of the immortal words of Socrates, who said "... I drank what?"
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actually, 70 is way too high... by individual cost, you're looking at closer to 40k (based on your opinion of the relative price of guard)... figure that you can adjust up slightly for the power of universal guard and toss in a rounder for the alpha rule and call them 50k...BlanchPrez wrote:Gnoll 7237 Gaurd 70K General
RR 60K
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How about a vanilla team with a little movement on the lineman? I see it as a version of the 'Zon and Norse teams, only they get the Alpha Male and lineman movement instead of everyone having block or dodge.
Gnoll Thrower 6 3 3 8 Sure Hands (Pass, General) 70,000
Gnoll Catcher 6 3 3 7 Catch (General, Agility) 70,000
Gnoll Blitzer 6 3 3 8 Block (General, Strength) 90,000
Gnoll Lineman 7 3 3 8 (General) 60,000
Gnoll Thrower 6 3 3 8 Sure Hands (Pass, General) 70,000
Gnoll Catcher 6 3 3 7 Catch (General, Agility) 70,000
Gnoll Blitzer 6 3 3 8 Block (General, Strength) 90,000
Gnoll Lineman 7 3 3 8 (General) 60,000
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I think that the 7 3 3 7 Strip Ball, 60k, GBlanchPrez wrote:So here's what we have so far, right?
Gnoll 7237 Gaurd 70K General
RR 60K
Alpha Male rule (not going to re-post it here).
with 60k rerolls also has merit. Alpha male rule is applicable.
I'd also edit the alpha male rule such that the Gnoll with the highest SPPs stays the alpha (+1St, Leader) until another Gnoll has MORE than he has. This way, there will always be an alpha male around.
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Oh, sorry, I thought I saw 70K posted somewhere else.. maybe it was an older version.phil wrote:actually, 70 is way too high... by individual cost, you're looking at closer to 40k (based on your opinion of the relative price of guard)... figure that you can adjust up slightly for the power of universal guard and toss in a rounder for the alpha rule and call them 50k...BlanchPrez wrote:Gnoll 7237 Gaurd 70K General
RR 60K

Chris
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