Page 1 of 3
Rise of the Automatons - New Team
Posted: Sun Feb 20, 2011 4:25 pm
by legowarrior
Gnomes – Strong Linesmen
0-16 Automaton 4/4/2/9 Stand Firm, Really Stupid, S/GAPM 70K
0-4 Gnomes 6/1/3/8 Dodge, Stunty, Block, Twitchy GAP/S 70K
0-2 A. Automaton 5/4/2/9 Stand Firm, Really Stupid, Tackle, GS/SPM 100K
0-1 Steam Armor 4/6/1/9 Loner, Bone Head, Mighty Blow, Thick Skull, S/GAMP 140K
Reroll 50K
Gnomes – Average Linesmen
0-16 Automaton 7/3/2/9 Block, Really Stupid S/GAPM 60K
0-4 Gnomes 6/1/3/8 Dodge, Stunty, Block, Twitchy GAP/S 70K
0-2 H. Automatons 5/5/1/9 Stand Firm, Really Stupid, Tackle, Thick Skull S/GAPM 120K
0-1 Steam Armor 4/6/1/9 Loner, Bone Head, Mighty Blow, Thick Skull, S/GAMP 140K
Built by the Engineers of the Empire, powered by steam and given thought by magic, the Automaton is a man shaped engine of destruction! What better place to show off this new device than on the field of Blood Bowl, showing those of blood and bone, or supernatural origin the true might of science and the empire. I present the Automatons of the Engineering Guild.
So, I am going to present a few polls in the next few days. We will create a team by committee. It will be a grand experiment. A new poll will be posted every 2-3 days. People can vote on there favorite option, and the options will be used as a key component of the team.
Gnome Linesmen - 5/1/3/8, Stunty, Dodge, Titchy, Block, - 50K
Most likely candidate for the Creator so far.
Old ideas that will be the basis of the new!
Version A - Unreliable Automatons - Never know when they will stop working on you.
Code: Select all
QTY Position MV ST AG AV Skills Access Cost
0-16 Automatons 6 3 2 9 Really Stupid, Dauntless Thick SKull S/GAP 50k
0-4 Engineers 5 3 3 8 Fend, GAP/S 60k
0-4 Advanced Automatons 6 4 2 9 Really Stupid, Dauntless, Thick Skull, S/GAP 100k
Rerolls - 50K
Version B - Slow but steady. Despite the incredible amount of strength 4 players, it becomes impossible to move anyone to the position that they are needed with a movement rate of 3.
Code: Select all
QTY Position MV ST AG AV Skills Access Cost
0-16 Automatons 3 4 1 9 S/GAP 50k
0-4 Engineers 5 3 3 8 Fend, GAP/S 60k
0-4 Steam Armor 5 4 2 9 Thick Skull GS/AP, 100K
Rerolls - 50k
Version C (My favorite, a Combination
Code: Select all
QTY Position MV ST AG AV Skills Access Cost
0-16 Automatons 4 4 1 9 Really Stupid, Regenerate S/GAP 60k
0-2 Throwers 5 3 3 8 Pass, Fend GP/AS 70k
0-2 Catchers 6 3 3 8 Catch, Fend GA/GP 80K
0-2 Steam Armor 5 4 2 9 Juggernaut, Dauntless, Block GS/AP, 130K
Rerolls - 50k
Re: Rise of the Automatons - New Team
Posted: Sun Feb 20, 2011 4:36 pm
by inkpwn
To strong. Way way to strong, 6 pieces St4+? Then the ball flies around the field through drop off....to strong.
Re: Rise of the Automatons - New Team
Posted: Sun Feb 20, 2011 5:24 pm
by legowarrior
No stronger than the Lizardmen, except the extra strength 5 piece. But they are on a whole, very slow, and require the Technicians to handle the ball, and keep them from suffering from Slow Think. (I really need a better name than that). As to the Drop Off, I might switch that out for something else, but I am not sure what.
The basic idea behind this team is that the Strong Units (the Automatons) can't operate by themselves efficiently, so they always have to be next to a technician to get the full effect. The Technicians are weak, so they have to be guarded properly. The Technicians are the Achilles Heel of the team. Without them, you can't score points, and your Automatons don't always function.
Maybe I should have Slow Thought have a stronger effect, so that you need to stick them with a Technician. Another idea was to get rid of Slow Thought, and give all the Automatons Really Stupid.
Re: Rise of the Automatons - New Team
Posted: Sun Feb 20, 2011 5:31 pm
by legowarrior
An alternative version of the Automatons. By given them really stupid, you make it almost impossible the send Automatons out on there own, so to balance it, I've made Technicians better at surviving, since they have to march with them. 50K Rerolls means that you don't have to worry as much about really stupid as a whole though. All in all, I prefer a version of Slow Thought to really stupid, but here you have it.
Code: Select all
QTY Position MV ST AG AV Skills Access Cost
0-16 Technicians 6 3 3 8 Fend GA/SP 50k
0-6 Automaton 5 4 1 9 Really Stupid, Regenerate GS/AP 70k
0-2 Automaton Titan 4 5 1 9 Really Stupid, Thick Skull, Regenerate, Loner, Stand Firm 110 S/GAP,
Rerolls - 50K[/quote]
Re: Rise of the Automatons - New Team
Posted: Tue Feb 22, 2011 1:47 am
by legowarrior
Totally reworked the Automatons. Two separate ideas will be shown above. The point is not to show two completed teams or anything but just to do some thinking outside the box. How could we make a team that plays really different then what we are used to?
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 4:51 am
by commisar ken
The impact Gnome suits would work great for models.
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 8:05 am
by nazgob
A techical fault - if you have as many as 8 players with really stupid, you're ging to run out of players to assist them. The non stupid players will be needed to carry the ball and a few other things, and will be targeted by the opposition. The team will either be mercilessly bullied by a canny opponent, or forced into such a tight group that they would easily be contained.
However, kudos for coming up with a original concept that actually seems original.
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 9:44 am
by Pug
I like it...another teir 3 team
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 11:54 am
by legowarrior
Thank you. It is still open to suggestions. It is by no means a finished product.
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 12:42 pm
by Pug
Version "C" for me with these modifications...
Automatons ~ change Really Stupid to Bonehead
Steam Armour ~ add Bonehead
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 12:49 pm
by Tourach
Pug wrote:Version "C" for me with these modifications...
Automatons ~ change Really Stupid to Bonehead
Steam Armour ~ add Bonehead
The whole idea is that the automatons shouldn't work on their own. i.e. bonehead isn't the concept. I actually like the idea of a team fielding more very stupid players than none stupid (but without loner) makes the coach think about positioning a lot!...
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 12:54 pm
by Pug
Sorry just saw the version on the 4th post...that one works better..
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 12:57 pm
by inkpwn
Tourach wrote:Pug wrote:Version "C" for me with these modifications...
Automatons ~ change Really Stupid to Bonehead
Steam Armour ~ add Bonehead
The whole idea is that the automatons shouldn't work on their own. i.e. bonehead isn't the concept. I actually like the idea of a team fielding more very stupid players than none stupid (but without loner) makes the coach think about positioning a lot!...
How about blood lust? If they fail they must run over to a mechanic who fixes them but falls over from the exastion of fixing a giant robot so quickly (like a pit stop on pitch). If he fails its off to the mechanics in the reserves box.
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 1:01 pm
by Pug
Oh that's novel idea!...I like that...or the mechanic is badly steam burnt or electrocuted!
Re: Rise of the Automatons - New Team
Posted: Wed Apr 27, 2011 1:08 pm
by Tourach
But we have the vampire team... This team, without the agility of the vampires would be almost unplayable i think. As said before i like the originality of the idea!