Allied Teams Playtesting

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vorner23
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Allied Teams Playtesting

Post by vorner23 »

Just a little curious.... has anyone playtested the new allied teams?

How have people got on and what are their opinions of:
Allowing these teams.
Balanced/unbalanced.
Ability of these teams.

Basically any conclusions people have drawn.

I've playtested the Chaos team. Well a version of it. And the results are interesting to say the least.

Let me know what your views are. Although unless you've actually played a game with them... I'll have to assume you're talking out of your bottom!! :lol:

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Zombie
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Post by Zombie »

No need to play these teams to see how overpowered they are. And that's not my ass talking. It's obvious for everyone here that the vampire team is overpowered, no need to test it. Why some people can't see that the Chaos Pact team is even worse is beyond me.

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Longshot
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Post by Longshot »

sorry, i wont test them.
I agree with Zombie on that point of vue.(Allies and Vampire...)

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Lightning' bugs for the win

http://teamfrancebb.positifforum.com/
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GalakStarscraper
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Post by GalakStarscraper »

Based on starting results in the MBBL, some thoughts.

On the allied teams:
Remove the Dark Elf team from the ally list for the Chaos Pact.
Remove the High Elf team from the ally list for the Old World.
Only allow 0-2 of the secondary position instead of 0-4.

This may not solve all the problems but it is helping.

The problem with the FUMMBL testing is that the Experimental teams are playing against each other in Division X. We really need to see their results mixed in with the normal teams to get a better idea of balance. Regular teams can be in Division X but not many players are taking regular division x teams.

Galak

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High & Mighty
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Post by High & Mighty »

I coach one of the Chaos Pact teams in the MBBL (with the rules adjustments Galak listed above) and just finished my first game against a rookie high elf team.

The Pact won 4-0 and finished 4-0 in casualties inflicted as well. As is usually the case, such a lop-sided score was the result of some bad dice on his part, but essentially, every player on the team has a role so it makes them much more versatile than a regular team I think. Whether it turns out to be unbalanced in the long run, I'll have to see.

I've got two passers (orc/skaven) throwing to a norse catcher and two gobbos with 2 beastmen blitzing and 4 marauders to hold the lines. So you've got the skills you want to have for each role you need filled so my initial feeling is that if you can keep everyone playing their positions, it's very strong.

But you do lose the redundancy of a regular team so no absolute strength in any particular area means losing players could leave you with gaping holes. And on my starting team, I have three players with AV8 and everyone else is AV7 so losing players is a real posibility. I can add several big guys as the team develops to create a wall of high strength/high AV players, but that's going to mean 2-3 players on the field who go bonehead/stupid/wild and don't take rerolls.

The one nice advantage I would add is that unlike other teams without allies, your starting roster need not be your roster later on. You start with the players you think you need to start with to win early and then when a player from one race dies or retires, you can add a different positional player that offers more to your team at that point. For example, I wanted two passers to start with, but once I get a developed passer and players get some skills, I can retire my orc passer, get the TR drop, and then pick up a BOB. I just didn't think he would contribute as much to an early team. That's the extra management aspect you get from coaching a Pact team.

Right now, I would say they are basically a slightly more versatile Norse team on offense without the starting hitting power of block/frenzy/jumpup. And as they develop, they can have a few more big guys and many players get access to mutations. But there's also the minor detail that rerolls cost 60k more during the season than for a norse team.

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