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#1
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| I'm sure others have done something like this before. Way back when I got the Star Players book, one of the first things I did was arrange an All-Star game between the "good" Star Players against the "evil" group. I remember it being really confusing because there were so many skills to keep track of, but it was a lot of fun. So how could it work under Competition Rules? TV5000 teams (chosen so that each team could reasonably field 16 players), with Rerolls at 70k. Instead of a one-off game, let's make it best two out of three (sudden death OT rules) with injuries carrying forward each game. Match winnings are determined as normal after each game, and you can even induce Star Players that aren't on your roster (with injuries for future games applying to them as well). No Star Player points are accrued. Loner is removed from every player. Finally, Zara's Stakes work on any player who specifically works with Undead, Necromantic, Khemri or Vampire teams (in other words, Morg 'n' Thorg is safe, even though he can potentially work with Vampire teams). Each player is exclusive as to which team he suits up for. Players who can play for the Lawful Team:
Players who can suit up for Chaos:
If you've ever done anything like this, I'd love to hear about it. What rule changes would you suggest? What starting rosters would you use for the Lawful and Chaos teams? Last edited by Snap Wilson; 11th October 2011 at 11:33 PM. Reason: Re-inserting text that I somehow deleted. |
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#2
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| I've heard of games like "Valhalla rules" - a team of the best players in the league (or just the best player in each team) gets to play against a team consisting of the best dead players in the league. (Straight SPP value)
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#3
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| Indulge me for looking deeper at this, since I think the skills on both sides present an interesting tactical game. Would the Lawful team stand much of a chance against the Chaotic team? Leaving aside the potential to field one (or two!) ST7 Ball & Chain players, the Chaotic team has access to five ST6 players and four more ST5 players. Seven out of those nine players have Mighty Blow. The Chaotic team would have a blocking advantage almost all over the pitch, and their cage would be extremely difficult to stop. It would be imperative that the Lawful team is able to stay on their feet as much as possible, or they'll find themselves shorthanded quickly. Thankfully, they're equipped to do so. Only one potential player on the Chaotic team has Tackle, so Dodge would be a very useful skill, and seven players on the Lawful team have it. Five of those players also have Block, making them incredibly difficult to bring down. The Lawful team is easier to pick than their Chaotic counterparts, even though there's some wiggle room with the last spots on the roster. With only 22 players to choose for 16 roster spots, the decisions are much easier. Looking at each of the options in turn: Barik Farblast -- With sixteen roster spots to fill, you could definitely devote one or two to the use of Secret Weapons, but despite his low cost, I wouldn't spend them here. Hail Mary Pass isn't crucial, and other players have better passing skills. Bertha Bigfist -- Bone-head presents some problems, but selecting Bertha is a given. The team needs players that can stay on their feet, and ST5 + Dodge means Bertha will be standing at the end of most rounds. Throw in Break Tackle, and she's mobile enough to be a key component of the team's screen defense. Boomer Eziasson -- You can make a case for him in a game like this. Against a high-ST team, a couple of well-placed bomb throws could significantly alter the blocking game and disrupt the Chaos cages. However, if one bomb gets caught, all bets are suddenly off. Boomer is an intriguing option, but a risky one. Deeproot Strongbranch -- ST7 means that almost every player on the other team will require at least two assists to get two dice on him. Throw in Block, and he's absolutely critical to the Lawful team. Dolfar Longstride -- Being the only Star Player with Kick is probably enough reason for the Lawful team to select Dolfar. Have him Kick Off and then play back, using the threat of Pass Block to help shut down any potential aerial game. Hail Mary Pass will be useful any time you need to get the ball out of your own end. AG4 and Diving Catch make him useful as a spot player on offense, but no Block or Dodge plus AV7 means you want to keep him away from the action. Eldril Sidewinder -- Another must-pick player. AG4 + Catch, Dodge and Nerves of Steel make him the best receiver on either team. AG4 + Catch, Nerves of Steel and Pass Block make him a supreme ballhawk on defense. Flint Churnblade -- If you were going to include a Secret Weapon player, this would be the most likely guy. Chainsaw is an effective way of taking out players without having to throw Blocks, and Block will help keep him upright. I would definitely consider him. Griff Oberwald -- An obvious pick. Blodge and Fend will keep him on his feet. Sprint and Sure Feet give him an MA of 10 for all purposes, making the one-turn touchdown a real threat. Grim Ironjaw -- Given the options, you'd have to pick him, I think. Dauntless would be a very useful (albeit risky) skill against a high ST team, and the Lawful team will need as much Block as it can get to keep guys on their feet. Helmut Wulf -- Not as useful as the other Chainsaw player, Flint Churnblade. Stand Firm would keep him next to his opponents, but no Block or Dodge means he'd be hitting the deck more often than not. Hemlock -- I would definitely take him. At ST2, he'd be facing a lot of three-dice blocks, but with Blodge, he's only going down 42.1% of the time. Dodge, Side Step, Jump Up and Stunty make him an incredible nuisance, and Stab means one attack where you don't have to throw Block dice. Icepelt Hammerblow -- The Lawful team can't afford to pass up ST6 players, so he's a must grab. Claw will help him take out some of opposition, but no Block or Dodge and AV8 means he'll probably be joining them sooner or later. Jordell Freshbreeze -- No-brainer. AG5 plus Dodge, Leap and Side Step make him the most mobile player on either team, and a terrific cage disruptor. When he does hit the deck, though, his AV7 will make him a very enticing target. Lottabottol -- A must-pick as a defensive specialist. MA8 plus Shadowing and Diving Tackle make him a terrific man-marker. Catch, Pass Block and Very Long Legs makes him a very real interception threat. Incidentally, one of three potential Lawful players with Pass Block, this could be a very dangerous team to throw against. Mighty Zug -- ST5 plus Block. Nuff said. He needs to be taken. Prince Moranion -- The only player on the Lawful side with Tackle or Wrestle, which makes him your primary ball pursuer. Throw in ST4, AG4, Block and Dauntless and he's an incredibly useful player and a must-pick. Puggy Baconbreath -- One of the tougher calls, but I would take him. His MV5 and AV6 are problematic, but ST3 means he won't be facing a lot of three-die blocks, and Blodge means he'll only go down 30.6% of the time on two-die blocks. Nerves of Steel, Stunty and Dodge means he's ideally equipped to receive the ball in traffic, dodge away and either score or hand it off to someone else. Use him strictly on offense, as a miniature Wes Welker. Quetzal Leap -- A very problematic player. MA8, AG4 Catch, Diving Catch, Nerves of Steel would make him a terrific receiver, but ST2 and no Block or Dodge means he'd be hitting the turf A LOT. On a two-dice Block with Block, he'll go down 75% of the time, and at AV7, it's only a matter of time before he becomes a stain. He would be most effective used as a ball carrier in a cage. With AG4, Leap, Nerves of Steel and Very Long Legs, he can either leap or pass out of a cage or some combination of both, but Soaren Hightower is a much better option for handling the ball. Slibli -- The only player on either team with Guard makes him pretty much essential. ST4 + Block means he'll stay on his feet most of the time. Soaren Hightower -- Hightower gives the team a deadly passing attack, and is an absolutely essential pick. With AG4, Pass and Strong Arm, he can complete long passes at a whopping 88.9% success rate, and Safe Throw means he'll rarely be intercepted. Play him back and then move him up when you're ready to make the pass, and you'll rarely even need to get involved in a blocking war on offense. Willow Rosebark -- ST4 and Dauntless would be useful, but no Block or Dodge means a lot of time spent on the ground. I think you can safely pass on her. Zara the Slayer -- Easy pick. ST4 + Blodge, another Dauntless blocker, and her Stakes are effective against many Chaotic players. --------------------------- In summary, here is the team I'd go with: Bertha Bigfists -- 290 Deeproot Strongbranch -- 300 Dolfar Longstride -- 150 Eldril Sidewinder -- 200 Griff Oberwald -- 320 Grim Ironjaw -- 220 Hemlock -- 170 Icepelt Hammerblow -- 330 Jordell Freshbreeze -- 260 Lottabottol -- 220 Mighty Zug -- 260 Prince Moranion -- 230 Puggy Baconbreath -- 140 Slibli -- 250 Soaren Hightower -- 180 Zara the Slayer -- 270 Even purchasing all eight rerolls and an apothecary that only comes to 4400 TV, leaving for potential inducements/replacements to use against the Chaotic team. Next up, we'll take a look at their roster options. Last edited by Snap Wilson; 12th October 2011 at 04:38 AM. |
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#4
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| "Valhalla rules" sounds pretty awesome, especially involving the best dead players in the league. What a stroke of genius. |
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#5
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| Doesn't the fluff say Morg will never play for an Undead team? Makes me wonder if you shouldn't chalk him up for the good guys. |
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#6
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| Morg should be on both lists, but won't play (on either side) if an undead player is present on that side. If both coaches select him, just say one is his brother, Borg'th N'Hthrog. |
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#7
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| Yeah, I would put Morg on the Lawful team personally. Also, one thing you forgot to mention about Puggy Baconbreath is that he can be thrown by two or three players on the team, which opens up some options for a 1TTD, etc. |
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#8
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| I was going to mention the option of Morg on the Lawful side due to the undead thing, and switching him over would balance the teams considerably. The main reason I kept him on the Chaotic side is that Griff and Morg are the two signature Blood Bowl stars, so it felt right to have one on each side. Heck, the cover of the 3rd Edition box art has the two charging at each other! But yeah, for a more balanced game, put Morg on the Lawful side. If Morg was available to take, I would cut either Dolfar or Hemlock. |
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#9
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| A look at the Chaotic team (with Morg). The Chaotic team has a much more difficult job of picking their team. With 34 players to choose from, and more expensive players all around, there are a number of ways you can go with this team. I would think the primary strategy would be to focus on the team's strength. Load up on ST5 and ST6 players, throw two-dice blocks everywhere you can, and put a hurt on the opposition. Let's take a look at the team's options: Brick Far'th & Grotty -- Mostly worth consideration because they're cost-effective. Forget Far'th's throwing skills and just consider him to be a standard Ogre for the team, an ST5 player with Mighty Blow, while Grotty is an AG4 Goblin. Both players are useful, but even at the low cost and taking the desperation Goblin heave for a one-turn TD, there are better options. Bomber Dribblesnot -- Essentially a Bombardier Goblin with the Accurate skill. Even as cheap as he is, the roster spot is better used elsewhere. Count Luthor Von Drakenborg -- Let's see, ST5 and AG4 plus Block, and none of that pesky Blood Lust? Yes, please. Crazy Igor -- Dauntless is unnecessary when you have so many high-ST players on the team. Pass. Fezglitch -- and... Fungus the Loon -- With sixteen slots to fill, you can definitely burn one or two on Secret Weapons. Of the two of these players, I would take Fungus because he has Mighty Blow. His mobility is limited and the Lawful team would mostly likely just dodge around him, but for taking down that damned tree in the center of the pitch, he's absolutely ideal. Glart Smashrip, Jr. -- ST4 + Block and Claw is nothing to sneeze at. With so many better options, he would be a reserve player at best, but a good one. Grashnak Blackhoof -- ST6, Frenzy, Mighty Blow, blitzes for three dice against ST3 players. Hey, this is your team's game, so take him. Even if you don't want to risk too many two-dice blocks without Block, ST6 players make fantastic roadblocks. Hack Enslash -- Chainsaw players are a nice option against the Lawful team, but there are better ones out there. Hakflem Skuttlespike -- With MA9, AG4, Dodge, Extra Arms and Two Heads, this is the best ball carrying option the Chaotic team has. An essential pick. Headsplitter -- See Grashnak. AG3 and a Prehensile Tail make him a slightly better option between the two. Horkon Heartripper -- Dodge and Leap make him very mobile, and Multiple Block + Stab is quite useful, but there are more effective options for a roster spot. Hthark the Unstoppable -- ST5 + Block makes him an automatic choice. Break Tackle + Sprint + Sure Feet makes him fast enough to keep up with the more speedy players on the Lawful team, and Juggernaut will be useful against those who have Fend or Stand Firm. Hubris Rakarth -- ST4, AG4, Block, Mighty Blow and Strip Ball. In a word, yes. Humerus Carpal -- The Chaotic team has a few ingredients for a decent passing game and Humerus is one of them. Catch, Dodge and Nerves of Steel makes him a good receiver in traffic. This is a luxury and not a necessity, though, as you're not going to be throwing the ball that much. There are enough potential AG4 players on the roster who are serviceable receivers and more useful in other areas. Ithaca Benoin -- Your best option as a Thrower for the Chaotic team, you might consider him worth a roster spot for those times you need to move the ball downfield in a hurry, but the team has a number of mobile AG4 players who will serve and are better in other areas. J Earlice -- Another decent receiver, and like Carpal, not well-rounded enough to take a roster spot. Lewdgrip Whiparm -- Benoin has better passing skills if you wanted to go the passing route. Tentacles and +2AV aren't enough to make up the difference. Lord Borak the Despoiler -- ST5 + Block and Mighty Blow. That's the game plan, folks. Max Spleenripper -- His ST4 makes him a candidate as a designated Chainsaw player. Hang on, we'll come back to him. Morg 'n' Thorg -- Of course! Nobbla Blackwart -- The Lawful team has five Blodge players, the Chaotic team has only one -- and he's holding a Chainsaw! Along with Spleenripper, Nobbla is the only serviceable chainsaw candidate, and I lean towards the Goblin. Block and Dodge will keep him on his feet, and Dodge and Stunty provide him with increased mobility in order to position himself where he can do the most damage. Ramtut III -- Take him not only for the ST6 + Mighty Blow, but also as one of only two players on the entire team with Wrestle. Someone has to bring down all those Blodgy players. Rashnak Backstabber -- If you wanted to reserve one spot for a designated fouler, here's your man. Aside from Sneaky Git, he doesn't really do anything useful enough to merit a roster spot. Ripper -- ST6, Mighty Blow, and Grab, which is especially useful around cages. Also, if Morg isn't available and you don't want to devote two spots to Brick Far'th and Grotty, he's the only other Goblin-thrower available. Roxanna Darknail -- A no-brainer selection. AG5 + Dodge and Leap means she pretty much goes where she wants, and she can serve as a ball handler or receiver in a pinch. Scrappa Sorehead -- Definitely worthy of consideration. Sprint + Sure Feet basically give him an MA 10, and with the usual Goblin facility for weaving through traffic, makes him an excellent one-turn TD option either by push or a quick toss from Morg. As a bonus, he also has Dirty Player for those moments you want to remove a particularly pesky opponent. Setekh -- Another ST4 + Block. With so many heavy hitters on the team, there are better options. Sinnedbad -- An oddball collection of skills, but the Secret Weapon penalty for being able to Stab people makes him a non-starter. Skitter Stab-Stab -- Adds some much needed mobility and another AG4 player, so yes. MA9 + Shadowing + Prehensile Tail make him an excellent man-marker on defense. Ugroth Bolgrot -- A slow Orc with a Chainsaw. Pass. Varag Ghoul-Chewer -- If you were playing with a more restrictive TV, I would consider passing on him. For 290k, he doesn't provide all that much, and someone like Glart is almost as effective while costing 80k less. Look at Varag and look at Hubris Rakarth and give me a good reason why Varag costs 30k more. I'm taking him on name value more than anything. We can't have a Chaotic All-Star team without Varag Ghoul-Chewer. It just wouldn't be right! Wilhelm Chaney -- As one of only two players on the Chaotic team with Wrestle, he's a given. Claws will help whittle down the opposition, and hey, he even has Catch to help pitch in on offense. Zzharg Madeye -- The only Chaotic player with Tackle, but Secret Weapon means you'll only have him for one drive, and you don't really need the rest of his skills. The Chaotic team has a lot of options. This would be the team I would go with: 1. Count Luthor Von Drakenborg -- 390 2. Grashnak Blackhoof -- 310 3. Hakflem Skuttlespike -- 200 4. Headsplitter -- 340 5. Hthark the Unstoppable -- 330 6. Hubris Rakarth -- 260 7. Lord Borak the Despoiler -- 300 8. Morg 'n' Thorg -- 430 9. Nobbla Blackwart -- 130 10. Ramtut III -- 380 11. Ripper -- 270 12. Roxanna Darknail -- 250 13. Scrappa Sorehead -- 150 14. Skitter Stab-Stab -- 160 15. Varag Ghoul-Chewer -- 290 16. Wilhelm Chaney -- 240 That's a TV of 4430, which leaves you plenty of room for Rerolls plus an apothecary. If Morg wasn't available, I would sub him with Glart or Setekh, leaning towards Glart. With Morg, there are five ST6 players in there, plus another 3 ST5. A whopping eight of your players have Mighty Blow. Only six players will throw blocks with Block, so you might want to substitute one of the big guys like Grashnak for more reliable hitting with Glart or Setekh. You could remove Nobbla and Scrappa to take Benoin and Carpal and open up the passing game. The Chaotic team has a lot of options. |
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#10
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| Present fluff is pretty clear on the point that Morg won't ever play in a team where he even risks having to play alongside of Ramtut III. He has no dislike against undead in general, it is a personal vendetta. I'm also in the camp of you selling Puggy Baconbreath short, him being your second best cagebuster. (And go-to flyboy). And with 16 players it is less of a disaster if a couple of them are somewhat frail.
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