Actually Relborn, I agree.
I think that all the big guys should be totally redone. They were just tossed off by the mail order trolls and now are some sort sacred thing that can't be altered.
The whole thing needs to be redone. Ogres are too good, treeman are too bad and nobody can agree on the power of rat ogres and minotaurs. Why are we playing around with mail order troll BS when we all can (and have) suggested so many other better things?
take it all back to formula and create a big guy option for each team. Do something that fits the flavor of each team.
I.E.
Dwarf big guys should be incredibly slow and well armored.
Chaos big guys should be crazed and unpredictable.
Skaven big guys should be mobile and sneaky.
Woodies big guys should be agile and easily injured.
Orcs big guy should be big and dumb.
Just because it's a big guy doesn't mean it needs high strength, low agility and a "roll D6" negative trait.
Which Halfling team is more capable of winning?
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The thing about that new take root is that on the average, versus a good player (who grinds out his drive with good ball control) you end up losing your treemen just as much as if you had the old rule.
1 out of 6 rolls you lose the treeman for the rest of the drive... since most halfing games break down to a 1 long drive by the opponent, 1 short drive by the halflings and then a midsized drive again by the other team, one the average you lose the Treeman for 8-9 turns a game on the average... not a big improvement, although there are tactical applications to them remaining on the field...
Leave things as they are. If you really wanted to help the little guys you would bring back the old rules for landing with the better modifications to the roll. That single handedly took them out of competition - which was the goal (to punish those that invested in Halflings and Goblins, due to having different tastes than the BBRC, as we all know)
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So just to chime in, I am voting for option A, being the option that leaves them the heck alone. Anyways what the heck am I gonna do with a 70k halfling target (I mean kicker)?
1 out of 6 rolls you lose the treeman for the rest of the drive... since most halfing games break down to a 1 long drive by the opponent, 1 short drive by the halflings and then a midsized drive again by the other team, one the average you lose the Treeman for 8-9 turns a game on the average... not a big improvement, although there are tactical applications to them remaining on the field...
Leave things as they are. If you really wanted to help the little guys you would bring back the old rules for landing with the better modifications to the roll. That single handedly took them out of competition - which was the goal (to punish those that invested in Halflings and Goblins, due to having different tastes than the BBRC, as we all know)

So just to chime in, I am voting for option A, being the option that leaves them the heck alone. Anyways what the heck am I gonna do with a 70k halfling target (I mean kicker)?
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Actually, a lot more so. I just made the calculation. Assuming two 8-turn drives, you'd lose him for a little over 8 turns per game on average. With the current rule, you only lose him for 4 turns per game on average, and even then, you can at least put another player on the field in his place!princeofcats wrote:The thing about that new take root is that on the average, versus a good player (who grinds out his drive with good ball control) you end up losing your treemen just as much as if you had the old rule.
Well, at least that figure is lower than i had expected. It still makes this new take root even worse than the 4th ed version, because back then, you lost the treeman 8 turns per game on average, but at least you got to put a player in his place if he was absent. I take back what i said, i'd still take treemen on my halfling team with this rule, but i still maintain that this would be the worst negative caracteristic in the game, ahead of wild animal and COFAB. And don't forget that treemen are the only big guy with two really negative racial caracteristics (this one and MA2 that keeps them from geting up).
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I voted for answer A but:
If " Bonehead " becomes as " take root " (I read that on the another post) that balances the Ogres and in that case I would say answer B.
Nevertheless, besides new modifications, I think that " Stunty " has to lose the +1 in wounds to be at the level of the other teams (I am for teams stunty equal to the others).
The other subject: I suppose that in MBBL2 Runecaster dwarf replaces the alchemist, it is not in addition?
If " Bonehead " becomes as " take root " (I read that on the another post) that balances the Ogres and in that case I would say answer B.
Nevertheless, besides new modifications, I think that " Stunty " has to lose the +1 in wounds to be at the level of the other teams (I am for teams stunty equal to the others).
The other subject: I suppose that in MBBL2 Runecaster dwarf replaces the alchemist, it is not in addition?
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