If you were to 'level the playing field'....

Citizen Nev

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...how would you go about doing it?

Goblins:

Another Troll

Another Pogoer

No Loner on the Trolls

Halflings

Another Treeman

0-2 Agi 4 Super Flings

Ogres

Ogres Start with Pro

Khemri

0-2 Catch Ra's

7 2 2 7 Catch, Diving Catch

Vampire

Vamps Start with Pro

Chaos

All start with Block, Mighty Blow, Claw, Piling On
 

SorroW

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Pro Elfs

Getting to buy an Super Apothecary, that can't fail for 100k.
 

Gallows Bait

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Humans:

Catcher +1 AG
Blitzer -10k cost

Orcs:

Blitzer +10k cost

Dwarf:

Blocker -Tackle

Chaos Dwarf:

Blocker -Tackle

Skaven & Underworld
0-4 Blitzers

I like the Sure Hands High Elves idea.

:D
 

Juriel

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Human, Fend on linemen and Catchers at no cost.

Khemri, lose Decay, everyone has Thick Skull.

All elves, linemen lose A access and rerolls cost 60k.

Orcs, lose Goblins and 2 Blitzers.

Chaos, Beastmen lose S access and become positionals with a relevant starting mutation instead.

Vamps, rerolls cost 50k, get two 8337 No Hands Wolf units.

Off the top of my head.
 

Gallows Bait

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Oh, now I like the Elves and Chaos changes there, quite dramatic, yet I think fair - though maybe some of the 70k linemen look a little pricy then.
 

crimsonsun

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Khemri: Throw Ra's lose Pass and have sure hands thick skull instead. Blitz Ras - Gain Thick Skull, TG + 10 lose Decay

Halflings: can field an extra player but he will count as having secret weapon when drive ends ( can still use sneak git as below) Can have 18 player roster.
trees 0-3
Flings 0-16
Catchers 0-4 70k 6246 Stunty, Dodge, Right Stuff, Fend

Goblins: Lose loner on trolls, Sneaky git providing a 4+ Sv against being sent off with all secret weapons having it, 3rd troll, 18 player roster
0-3 70k Secret weapons - choose loony, fanatic, bomba
0-2 20k Snotlings,
0-2 70k Goblin Stabber - Stab & Shadowing, Dauntless- G/As or Po-goers
0-2 60K Squigs 3418 Wild Animal, frenzy, Claw, MB, Random Ma, No Hands, Thick Skull (like Fanatic) S/G or A/M/P on doubles
0-3 Trolls
0-1 90k Snotling Pump Wagon - 4618 random Ma (like fanatic) No Hands, Decay, MB, DP, Loner, Secret Weapon, Stand firm. S

Chaos: make beastmen 0-6 warriors 0-4 1 min, 0-12 Maruaders 6338- G/M S/P/A 50K

Human: Catchers +10k str3, 0-2 halflings

Orcs: Blitzers +10k

Nurgle: Beasts gain M access

Chaos Dwarfs: lose Minotaur. Gain 0-2 120,000 K'daai Fireborn 4419 Disturbing Presence, Regenerate, MB. S/G A/P, Gain 0-2 Hobgoblin Sneaky Gits 60,000gp - 6337 dodge G/A P/S.

Dwarfs/Chaos Dwarfs/Underworld/ Khemri/ Undead/ Necromantic/humans/ Chaos/ Nurgle/ Orcs / being able to choose between a 0-1 special weapon - Chain saw/Bomber/Launcher

Skaven / Lizardmen / Amazon/Dark Elves Can take a Stab player

High Elves/Pro Elves can roll a D6 when ever the opposing coach fouls 5+ they are sent off.

Raise Dead/Nurgles Rot - works on any non regenerate/wild animal/loner/really stupid/bone head/stunty/midget player who dies loses stats - Zombies -1Ma 1ag, + regen Skeletons 1ag 1av+ Thick Skull. Regenerate rotters -1ma and gain decay, mutation access but retain all skills and skill access, spp total and cost.

Zons:
0-2throwers 80 K Sure hands G/P
0-2Bliters 120k +1Ma, +SS replace block with wrestle G/S
0-2Catchers 90k +1Ma G/A
Line as are
0-2 140kl Jaguar Warrors 8437 Claw. G/A
0-1 150k Totem Guard 65110 Stand Firm, Thick Skull, Mighty Blow, Regenerate. Take Root, Loner. G

Wood Elves gain
0-2 Dryads 120k 6428 thick Skull, Grab S/G
Wardancers replace dodge with fend.

Ogres become 0-8,. snotlings removed replace with
0-12 gnoblars 30k: 5236 stunty, right stuff, dodge. Ag
0-2 stikkas 50k 5236 stunty, right stuff, dodge, Stab. Ag/G

Vampires gain
1 Vampire Lord 200k 6549 Regenerate, Pro, Mighty Blow, Hypnotic gaze G/A/S.

Well thats all I can think of for the moment I am sure I will add to/ modify this! This seems like some fun changes, I would also change a lot of the rules, add in rules for different types of wizards, teams could have +1apoth at 1800k and another at 2500k, those teams that cannot have apothacary can have igors instead. Cards can be purchased (random still)....
 

Dalryk

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Goblins:

0-4 Goblin Nobs 6-2-3-7 Dodge Stunty Right Stuff GA-SP

And/or Sure Feet allows a reroll of GFIs and TTM landings.
 

Darkson

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Not the way I play them. ;)

Elfs, of any description, have never won any of our leagues, and only once in our 6 NAF tournament (Dark Elf).
I just don't find them an issue overall.

I'd have more concerns with playing a BB game where all the roster's were balanced, as it's unnecessary and against the fluff.
 

Stryke

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I think 'more interesting' is a better aim than 'more balanced' as far as Blood Bowl goes.

Couple of comments on ideas before.

0-4 Blitzers on Underworld is an idea that has me practically salivating at the carnage they'd inflict but you just wouldn't have enough goblins left on the field with 8 rats and a Troll to keep the team concept.

I like the one secret weapon player out of a choice of three on teams like Underworld (oddly enough) and Chaos Dwarves, but at the moment that's way too many teams imo.
 

Gallows Bait

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I think 'more interesting' is a better aim than 'more balanced' as far as Blood Bowl goes.

Couple of comments on ideas before.

0-4 Blitzers on Underworld is an idea that has me practically salivating at the carnage they'd inflict but you just wouldn't have enough goblins left on the field with 8 rats and a Troll to keep the team concept.

I'd happily drop the Linerats to keep the balance. :D
 

HC Vanselow

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I agree on the concept of the Khemrian squads getting Catch-Ras, but the Khemri are ancient and somewhat weakened through age, so decay should remain an issue.

What the Hell is a Snotling Pump Wagon ???

I'd vote no on adding mutation access on Beasts of Nurgle.
 

Darkson

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I'd happily drop the Linerats to keep the balance. :D
I'd prefer dropping the linerats for two gutters instead. That'd make the team a real contender to the skaven. :D
Which both miss the point of the team - they were meant to be bad (though not as bad as the "pure" stunty teams).
Also, the 2 Blitzer/2 Thrower/2 Lineman limits are also a fluff consideration, as that was the make up of the original Underworld Creepers team. The roster already got a "fluff buff" by the addition of a troll (mainly because there are no goblin catchers any more).
 

Gallows Bait

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Which both miss the point of the team - they were meant to be bad (though not as bad as the "pure" stunty teams).
Also, the 2 Blitzer/2 Thrower/2 Lineman limits are also a fluff consideration, as that was the make up of the original Underworld Creepers team. The roster already got a "fluff buff" by the addition of a troll (mainly because there are no goblin catchers any more).

I'm not trying to miss the point of the team, but this is a "what if" kind of thread.

I get that they are a challenge, I love the fluff (though there's precious little of it if you are like me and never got the add on books for 2nd edition).
 
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