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Trambi
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Post by Trambi »

Zombies, Ghouls and Wights simply can't in the same team that mummies cos they don't come from the same place.

Mummies come from Khemri a desert.
Where Zombies, ghouls and wights are generally created by a
necromancer or vampire in the east of the old world.
Moreover mummies are smart and don't obey to vampire or necromancer but to themselves or tomb kings.

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Post by Furelli »

I believe that the Kemrhi team is currently experimental. As such the current undead is the official team. This may change in October.

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Post by Princelucianus »

I think ghouls aren't created.......
These ''dead for a diet'' are grave scavengers or something. Well, they're different in each game envirenmont. But if they were created, they should also be able to regenerate???

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Post by Marcus »

\Ghoul\, n. [Per. gh?l an imaginary sylvan demon, supposed to devour men and animals: cf. Ar. gh?l, F. goule.] An imaginary evil being among Eastern nations, which was supposed to feed upon human bodies. [Written also ghole .]

Nice try Lucy, but demons don't get regenerate ;)

Even if they did they'd all die regardless.

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Post by Princelucianus »

Well, my point was that they weren't created, and voila, you proved my point. IF they were created, then they should have been able to regenerate.

That's all I said.

I guess they're summoned or something :-?

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Post by Piepgrass »

Nope they evolve.
One of the stories behind ghouls are that they used to be humans but hunger forced them to eat human flesh to survive. This caused a mental and physical degeneration into the creatures they are now. (thats just one explanation there are quote a few others)

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to fit or not to fit ...

Post by Relborn »

well IMHO the whole matter wether mummies would fit in
an undead team is rubbish.

Well it would be true if viewed by WFB standards - for this point I
would admit that you guys were correct.

But please do not forget, that BB is put in a totally different time.
More like between the 40k area and the WFB (personally I have
seen it as some kind of modern age).

So please stop relating from your WFB handbooks and please
stop using that silly WFB names. They don't fit to bloodbowl more
than WH40K to WFB.

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Post by Fenryll »

Ok !!!

But i think it will be interesting if there is a undead team and a khemri team, not just a khemri team. :evil:

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Post by Acerak »

The Khemri Team and Necromantic Team are experimental. The Necromantic Team - the one with the Werewolf and the Flesh Golems - is intended as the eventual "replacement," if you will, for the current "Undead Team." The Khemri Team is new, although it does include an old player type, the Mummy.

Experimental Vampire Team rules will be out in BB Mag 4. As always, these teams are experimental, so they are not locked in this form forever, but constructive comments are much easier to assess than "this team sucks." (WHY does it suck? Etc.)

Cheers!

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Post by martynq »

I guess one question that springs to mind, Chet, is why bother replacing the current Undead team? It seems fine as it is.

If there were going to be two additional versions of undead then I wouldn't see a problem necessarily, but intending to replace a currently working team seems a bit odd.

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Post by Piepgrass »

Well here goes my 2 cents on the new undead team.

I like part of it and think that i can be tveaked into a acceptable team.
Whether it is neccesary to split the team into the 2 factions i wont delve into, that has allready been decided.

The new undead team has lost quite a lot of hitting and staying power which i find bad. I my oppinion the undead Team/s are supposed to have longterm staying power.
in order to make the new team a little less dureable i would make some changes to the starting skills on the players and ad an ekstra were to the team. Primarely because 1 of a player with ST3 is going to be hunted down and slain in a matter of moments.

So here is my idea:

1.
Drop the break tackle on flesh golems and lower the av to 8. Then ad Regenerate. After all they are supposed to be animated by necromancers, so it seems plausible that the necro can patch them together again. I wont go into calculating prices:

2. As the creature is now he will be hunted down and slain at any given opportunity. At 110K with no reg. anf no Apo. he will be more or less impossible to replace so the team will never have time to develope it into something usefull.
Ad an ekstra werewolf. Drop the catch and let them get regenerate. In most myths werecreatures are next to invulnerable unless faced with silver and how many BB-players has silvered knuckledusters ;)

3.
Drop the number of Wights down to 2.

Otherwise i think the team look interesting.

What do others think?

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Post by manusate »

Experimental Vampire Team rules will be out in BB Mag 4. As always, these teams are experimental, so they are not locked in this form forever, but constructive comments are much easier to assess than "this team sucks." (WHY does it suck? Etc.)
Necromantic team sucks because (in order of importace):

1) It is the result of GW policy of adding new armies and miniatures to their WFB range. Not the consequence of the Blood Bowl comunity crying for a change in the Undead team. The Undead team is ok as is, and needs no revamping.

2) If unfortunately mummies belong now to the Khemri team, and are supposed to be substituted by Golems, give them regenerate. Remember that Undead teams don´t get aphotecaries. Thick Skull out, Regenerate in. Easy.

3) If you have to add a new player to compensate the tone down of mummies, then give the Undead a decent Vampire, and keep the werewolf away. Of course, a decent Vampire should regenerate.


...Maybe the Werewolf in the Necromantic team instead of the more logical Vampire means that a future Vampire Lords team is about to be released. Bleh.

I really don´t like Warhammer (below average game) affecting this much Blood Bowl (outstanding game).


Manu

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Post by BullBear »

As a current undead coach (lovin'em!) I'm not too pleased with this new lineup either. I've been reading into BB and Warhammer fluff (as well as other systems), and this Necromantic team isn't making much sense. I mean only 2 of the players have regenerate, yet their coach is supposed to have the power of (un)life? The golems should have regenerate, the ghouls should not be anywhere near the team (I doubt a necromancer wants to run the risk of these ghouls snaking on his cadavers), and the werewolf belongs on the Norse squad (as a star player!!).

I think a better option would to have been to keep the ghouls, wights, zombies, and instead of golems have 2 banshees (maybe with that nasty appearance skill) or wraiths, and one vampire. This would have been a fine vampire counts team. I DO NOT want to see a third undead team made up of vampires. Stick'em in the undead squad.

I have no problem with the Khemri team, and look forawd to playing with them. I'm not to thrilled with the GW minis not really corresponding with the positions, but I'm pretty good at converting...

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Post by Fenryll »

I agree with BullBear !!!

If GW want that BB is like WFB, they must make two teams:
1) Count Vampire, with a vampire, gouls, wights, zombies and if you want golems but with regenerate of course
2) Khemri with squeletton, wights and mummies.

And NO werewolf, i don't understand why you want to put a werewolve in undead team.

And think at players like me. In doing that i must buy some figs and paint them and i have now 2 40k armies in building so .....

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Post by Fenryll »

NECROMANTIC TEAM LIST

Qty Title Cost MA ST AG AV S&K
0-12 Zombies 30k 4 3 2 8 Regenerate
0-4 Ghouls 70k 7 3 2 7 Dodge
0-4 Wights 90k 6 3 3 8 Reg., Block
0-2 Flesh Golem 120k 4 4 2 9 Stand Firm,
Break Tackle,
Thick Skull.
0-1 Werewolf 110k 8 3 3 7 Catch,
Frenzy,
Razor Sharp
Fangs
Re-roll counter: 70.000 gold pieces

NECROMANTIC UNDEAD SKLL LIST
PLayer Gen. AG ST Pass. Physical
Zombie y N N N N
Ghoul Y Y N N N
Wight Y N N N N
Flesh Golem Y N Y N N
Werewolf Y Y N N N

KHEMRI TEAM LIST
Qty Title Cost MA ST AG AV S&T
0-12 Skeletons 30k 5 3 2 7 Regenerate
0-2 Blitz-Ra 90k 6 3 3 7 Regenerate, Block
0-2 Tho-Ra 80k 5 3 3 7 Regenerate,
Sure Hands, Pass
0-4 Mummies 110k 3 5 1 9 Regenerate,
Mighty Blow
Re-roll counter: 70.000 gold pieces

KHEMRI UNDEAD SKILL LIST
Player Gen. AG ST Pass. Physical
Skeleton Y N N N N
Blitz-Ra Y N Y N N
Thro-Ra Y N N Y N
Mummy Y N Y N N


I find that on afrench site !!! Is that the new undead list????

because if it's that i make a orc team !!!

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