Adolescent Youth with Potential
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Hello, Dakka.
Having very little experience with Blood Bowl, I have undertaken a task to which I am not equal: creating a new team that is balanced against other team rosters and is fun to play.
Having no clue as to the mechanics behind the generation of stays and skills I tried to look at other teams, improving by one point this stat and nerfing another to try and make it equal. Skills were substituted or justified by negative attributes, but help would be appreciated.
The idea is to use my miniatures that don't carry weapons and the like as a team. I opted for my Tzeentch daemons.
Other plans include Dryads, Genestealers and I think Flesh Court zombies(?).
So the idea is to have a fast, delicate team with fun and randomness encouraging rules.
0-10 Pink Horrors
80K
MA 6 ST 2 AG 4 AV 6
Extra Arm, Split
0-2 Flamers
100K
MA 6 ST 3 AG 3 AV 7
No Hands, Disturbing Presence, Foul Appearance, Bombardier
0-1 Sorcerer Birdman Type Guy possibly on Disc
80K
MA 7 ST 2 AG 3 AV 6
Extra Arm, Stunty, Stab
??? Blue Horror
0K ???
MA 5 ST 2 AG 3 AV 5
Extra Arm, Stunty
ReRolls at 40K
Okay, so. . .
I played like this and having Split happen on Death results meant it rarely happened, which I thought sucked. I figured Stunned result would cause a Split to happen and spawn a Blue Horror in the place of the Pink and a second to spawn on the first unoccupied square as determined by 'bounce' or scatter. Blue Horrors spawn in the Prone position.
My Sorcerer type is an 20+ year old WHFB mini with a bird face, 3 arms with scroll and dagger who came with an old school 25mm Disc of Tzeentch. That is why he is supposed to be fast and stabby.
ReRolls are probably a mistake? Cheaper than any other team and super over powered? I justify it in my own head because I do also enjoy winning, but that the ruinous power of fate's favourite football team should have some mysterious unlooked for aid.
These were tried and changed a bit each time, MA went down, AV went down and Skills disappeared. The team basically cannot block but is still super fast and good at handling the ball. Haven't tried the Dead = Dead and KO = Split and basically haven't played a game where I sustained a Casualty yet so the whole Split thing hasn't happened yet.
Plan on play testing tonight.
Help me make this team fair. I think they are, but maybe they are too fast and agile?? Are the low ST and AV enough of a nerf to justify the good stuff?
Maybe required to hire a Coach - Sorcerer model or incur penalty including if Coach is ejected?
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Longtime Dakkanaut
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There are rules for creating your own team on the interwebz. Danger alert: Immense wall of text! Here they are:
Creating your own team for Blood Bowl
General Team Rules:
1) No team can have AG 4 and ST 4+ players (unless the ST 4+ players are a Big Guy or Vampire)
2) Total Strength of the 16 highest ST players should not exceed 54
3) Take all players over 100k in price that are not Big Guy stock. Subtract 100k from each of their price and multiple
this amount * the maximum number allowed. Total this amount for the team. This amount cannot exceed
60k. (Example the Chaos Dwarf team has 2 non Big Guy players over 100k. The Bull Centaurs are 130k.
Subtract 100k from each and multiple by the 2 they are allowed and you get 60k so that team is okay.
4) No team should have more than 2 0-16 slots or more than 6 different positions (including the lineman slot)
allowed on the team. (Example the Orc team has 6 different positions).
5) Slots not set at 0-16 are limited to 0-6 maximum allowed.
6) A team cannot have Agile player types and Blocker player types on the same roster.
7) Team Re-roll prices should not be set at less than 50k.
No player's ST + AG should be more than 7.
General Rules for creating players:
1) If the player's initial calculated price is over 100k. Divide the amount of the player's price over 100k by 2 to
determine the player's final calculated price. So a player worth 140k when calculated would have a final
calculated price of 120k. (note if after this is done the player in to an even 10k increment then you need to
apply rule 2 below before you have the true final calculated price).
2) If a player's calculated price is not a round 10k price. Round down 5k amounts over 100k and round up 5k
amounts if under 100k. So a player worth 35k when calculated would have a final price of 40k while a player
whose price was 135k after applying the divide by 2 rule above would have a final calculated price of 130k.
3) Any player's final calculated price may be modified by 10k more or less from the calculated
price to achieve overall team balance. This is pretty important to balancing a roster in the long run.
4) If a player's price is adjusted down from the final calculated price then this amount should be multiplied by the
number of players in that slot. No team should be allowed to have this total amount for all players exceed 40k
total for the team. Players made more expensive than their calculated price should not be factored in.
(Example if the 0-16 slot for a team calculated to 60k and the price was adjusted to 50k then this would be
16*10=160k of discount and would be disallowed.) (Remember that all discounted players needed added.
So if the team has two 0-4 slot players and each player is discounted 10k then this would be 80k of team
discount and the team should not be allowed to be created.)
5) No weapon players should be allowed to be created and placed on teams (other than Stab). So no Secret
Weapon, Bombardier, Chainsaw, Ball & Chain players created new for rosters.
PLAYER TYPES:
1) BASIC PLAYER
This player type starts as:
6/3/3/8 No Skills -- 50,000 gold
This type is allowed for 0-16 slots or 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 30k
Skills disallowed to this player type:
Right Stuff, Stunty, Titchy, Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild Animal, Really
Stupid, Take Root
All skills add 20k to the player's price other than the following:
30k: Regeneration
20k: Having Block and Dodge on the same player (this is on top of the 40k the player paid for Block and
Dodge already)
10k: Horns, Pass, and Thick Skull
5k: Leap and Very Long Legs
-5k: Decay
The following stat changes are allowed to this player type:
MA 4: -20k
MA 5: -10k
MA 7: +20k
MA 8: +30k
ST 2: -30k
AG 2: -20k
AV 7: -10k (if the player has NO other skills or stat increases)
AV 7: -20k
AV 9: +10k
2) AGILE PLAYER
This player type starts as:
6/3/4/8 No Skills -- 70,000 gold
This type is allowed for 0-16 slots or 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 60k
Skills disallowed to this player type:
Right Stuff, Stunty, Titchy, Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild Animal, Really
Stupid, Take Root
All skills add 20k to the player's price other than the following:
30k: Regeneration
20k: Having Block and Dodge on the same player (this is on top of the 40k the player paid for Block and
Dodge already)
10k: Horns, Safe Throw, Thick Skull, and Very Long Legs
-10k: Decay
The following stat changes are allowed to this player type:
MA 7: +10k
MA 8: +20k
MA 9: +40k
ST 2: -30k
AV 7: -10k (if the player has NO other skills or stat increases)
AV 7: -20k
AV 9: +20k
3) STUNTY PLAYER
This player type starts as:
6/2/3/7 Dodge, Stunty -- 30,000 gold
This type is allowed for 0-16 slots or 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 20k
Skills disallowed to this player type:
Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild Animal, Really Stupid, Take Root
All skills add 20k to the player's price other than the following:
40k: Block
30k: Regeneration
10k: Right Stuff
0k: Titchy
-10k: Decay
The following stat changes are allowed to this player type:
MA 5: -5k
MA 7: +15k
MA 8: +30k
ST 1: -15k
AV 5: -20k
AV 6: -5k
4) BLOCKER PLAYER
This player type starts as:
4/4/2/9 -- 80,000 gold
This type is allowed for 0-6, 0-4, 0-2 slots
No player of this type should be priced for less than 80k
Skills disallowed to this player type:
Block, Claw, Dodge, Right Stuff, Stunty, Titchy, Always Hungry, Throw Team-Mate, Loner, Bone-head, Wild
Animal, Really Stupid, Take Root
All skills add 20k to the player's price other than the following:
10k: Thick Skull, Disturbing Presense
-5k: Decay
The following stat changes are allowed to this player type:
MA 3: -20k
MA 5: +10k
MA 6: +30k
ST 5: +40k
AG 1: -20k
AG 3: +20k
AV 7: -30k
AV 8: -20k
AV 10: +30k
5) BIG GUY PLAYER
This player type starts as:
5/5/2/9 (Loner), (Negatrait), (Damage Skill) -- 160,000 gold
A team should only be allowed to have one Big Guy type on it
Allowed:
If the team has any ST 3+ players (other than the Big Guy) then 0-1 allowed
If the team's strongest other players are ST 2 then 0-2 or 0-1 allowed
If the team's strongest other players are ST 1 then 0-6, 0-4, 0-2, or 0-1 allowed
No player of this type should be priced for less than 110k
Skills disallowed to this player type:
Block, Dodge, Right Stuff, Stunty, Titchy
Loner: If the team has no other players with ST over 2 than the Big Guy should be allowed to have Loner
removed (if desired) for no increase to his price.
Negatraits (a Big Guy must have one of these):
Bone-head and Wild Animal do not change the price
Really Stupid subtracts 20k from the price
Take Root subtracts 30k from the price
Damage Skill (a Big Guy must have one of these 2 skills):
Mighty Blow does not change the price
Claw adds 10k to the price
All skills add 20k to the player's price other than the following:
10k: Thick Skull, Throw Team-Mate
-10k: Always Hungry skill (Note: a Big Guy MUST have Throw Team-Mate to take Always Hungry)
-10k: Decay
The following stat changes are allowed to this player type:
MA 2: -90k
MA 3: -50k
MA 4: -20k
MA 6: +30k
ST 6: +50k
AG 1: -20k
AV 8: -10k
AV 10: +20k
6) SPECIAL PLAYER (and other notes)
Vampire 110k 6/4/4/8 Blood Lust, Hypnotic Gaze, Regeneration
0-6, 0-4, 0-2, or 0-1 allowed
No modification or extra skills allowed to this player type
Other Notes:
1) The above will allow you to create almost all of the official Blood Bowl teams along with
balancing of teams folks want to create to try something new.
2) Please note … the above rules will NOT allow you to create 4 of the official teams … namely the Dwarf, Goblin, Chaos Pact
and Lizardman teams. The Goblin and Dwarf teams because they have weapons on
the roster, Chaos Pact because they have too many slots (7) and the Lizardman team because it has 70k of
team discount (10k discount each on the 0-6 Saurus and the 0-1 Kroxigor).
3) If you want to allow teams to add in Vampires (which would be fun) a very easy way to program in the Blood
Lust skill would be to allow them to attack any member of their own team that does not have Regeneration (a
very easy modification that will have the skill work perfectly and allow the Vampire player to be added into
other teams).
4) Note on prices for the Big Guys. The starting price still gets divided by 2 for the amount over 100k when
you do the first price calculation.
Example: So a base Big Guy with MA 6 and Loner, Bone-head, and Mighty Blow would be 160k+30k=190k.
Divide the 90k by 2 = 45k. 190k-45k = 145k. Round down and the final calculated price of the Big Guy would
be 140k.
5) If you to try and have the most balanced teams possible. I strongly recommend not making changes to any
stats (Move, Strength, Agility, Armour) other than the ones I listed for each player type
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