Rules Build a New Team

mrpier

Veteran
Messages
77
Could make a greater werewolf or something, but keep the yheti stats/skills. Also it's quite a fast team, general skill-access on the lycans I guess?
 

John McGuirk

Mega Star Player
Messages
1,697
Country Flag
I love the team, but think it needs something to distinguish itself.

So I'd make it an all-frenzy team to begin with, even the Lycans. And further to that end I'd go all out with a MV7 ST5 AG3 AV8 [S GAP] Den-Mother Werewolf with Loner, Claws, Frenzy, Regeneration, Jump Up - and Blood Lust(!).
 

Doover

Star Player
Messages
157
Country Flag
Tyranids

As I played Tyranids in Warhammer 40k and a friend of me told me he doesn´t want to play humans in Bloodbwl, he wants to play spacemarines.
So I thought how Tyranids would look like (even if they wouldn´t play the game at all.)

MA ST AG AV Skills Cost
0-16 Termagant 6 3 2 8 Extra Arms 50k
0-4 Hormagant 7 3 2 8 Extra Arms, Leap, Very Long Legs 90k
0-2 Genestealer 7 4 4 8 Extra Arms (135k) 140k
0-2 Biovore 4 3 2 8 Extra Arms, Hail Mary Pass, Sure Hands 70k
0-1 Carnifex 4 5 1 10 Bone Head, Claw, No Hands, Thick Skull 110k

The Idea behind the Team is to give the Ball to the Biovore.
After that get in TD Range with teh rest of your team by moving around the opponent, over it or through it. Doesn´t matter how just triing with all force and then Hail Mary the ball into your Team and hope that someone will catch it.
Surely you should try to get some Diving Catch.

Aktually the Team will sufer big especially against bashy Teams at the start.
Not strong enough to fight and not fast or agile enough to run.
You can only hope that your Genestealer can save the day somehow.
 

Doover

Star Player
Messages
157
Country Flag
Also I have a suggestion for the Nippon Teamlist.

0-4 Samurai 7 3 3 8 Block, Pro, Dauntless, Honorfull 120k GSA (P)
They are professional Soldiers so giving them pro. Player who are Honorfull will never hurt an opponent on the ground. They can´t foul or assisst at fouls.

0-2 Ashigaru 6 3 3 8 Sure Hands, Pass 90k (? that´s too much) GP (SA)
They serve to get the ball to the Samurai, because they are the stars of the Team.

0-2 Sumo 4 4 2 8 Wrestle, Stand Firm, Juggernaut 120k GS (AP)
They are Sumo Wrestler so they should have wrestle. (Maybe drop Strengh to 3?)

0-2 Ninja 8 2 3 7 Dodge, Stab, Shadowing 90k GA (SP)
Be fast, be deadly and don´t let them get you. (Even thought about Stunty and MA7)

0-16 Peasant 6 3 3 7 No Hands, Side Step 30k G (ASP) [Leader not allowed]
Peasant are there to serve the Samurai. They have to do all dirty jobs and are not allowed to touch the ball. But they are used to get out of the way.

The Team is quite good against bashy Teams ´cause of 4 Player with Dauntless and 6 Player with Block/Wrestle and also 2 Player with Strengh 4.
Against Agile Teams their Dauntless isn´t helping and also the Sumo´s don´t do a lot of damage with Wrestle but against these Teams your Ninja gives you the extrapower you need without any rooky at all.
 
Last edited:

Thanatos

Super Star Player
Messages
398
Location
Ireland
Country Flag
Some modification based on suggestions:

0-16 Lycans: 7337 50k g-asp*
0-2 Tundra Werewolves 8338 Frenzy 90k ga-sp*
0-2 Arctic Werewolves 6428 Frenzy 100k gs-ap*
0-1 Direwolf 7528 Claw, Frenzy, Jump Up, Loner, Regeneration, Bloodlust 150k s-gap

* On a double, they may take Regeneration or Claw but no other Mutation.

While I considered Frenzy on the Lycans, they are linemen afterall and should really be as cheap as possible (especially if they get eaten by the big guy)
Some of the costs don't quite follow the chart but its more a gut feeling.
 
Last edited:

Morrodin

Rookie
Messages
3
Country Flag
My idea of a blood bowl team :)

Circus Freaks

Freak 0-16 (cheap linesmen that are hideous to look at)
MA: 6, ST: 3, AG: 2, AV: 7
Skill: Foul Appearance
Access: G / ASP

Snakewoman 0-4 (fast slithering runners)
MA: 8, ST: 2, AG: 3, AV: 7
Skill: Dodge
Access: GA/ SP

Strongman 0-2 (slow but sturdy blitzers with decent armor)
MA: 5, ST: 4, AG: 3, AV: 8
Skill: Block
Access: GS/ AP

Knife thrower 0-2 (throwers with average stats but 2 good starting skills)
MA: 7, ST: 3, AG: 3, AV: 7
Skill: Accurate, Sure Hands
Access: GP/ AS

Circus Bear (Big Guy) (no circus without animals :p )
MA: 7, ST: 5, AG: 2, AV: 9
Skill: Wild Animal, Loner, Claws

Apothecary: 1
Rerolls: 60K

Not sure about the cost I would have to add to the players but to me it seems a non overpowered and viable team
 

Netsmurf

Mega Star Player
Messages
5,986
Location
Denmark, GMT+1
Cyanide Username
Netsmurf
Country Flag
I think the bear is overpowered. MA7 with AV9 plus Claws and only Wild animal as nega traith. Move 6 and AV8 would put it next to the rat ogre just with claws instead of Prehensile Tail.
 

Thanatos

Super Star Player
Messages
398
Location
Ireland
Country Flag
Agree with Netsmurf, the Bear is too fast and armoured.
If you reduced stats to Rat Ogre levels it would be fair.
Losing MB and Tail; and gaining Claw is about even since Claw is such a strong ability.
Also I don't believe a Bear is going to be doing much ball handling, I would suggest No Hands as well.

Also the Strongman, St4 and Block is a little OP on a starting player.
IIRC there is no other St4 player who starts with Block.
He would be prohibitively expensive to start with.

The rest is cool enough.
Knife Thrower is about the same as a Skaven Thrower.
And the Snake Woman is about the same as a Human Catcher.
 
Last edited:

Morrodin

Rookie
Messages
3
Country Flag
Agree with Netsmurf, the Bear is too fast and armoured.
If you reduced stats to Rat Ogre levels it would be fair.
Losing MB and Tail; and gaining Claw is about even since Claw is such a strong ability.
Also I don't believe a Bear is going to be doing much ball handling, I would suggest No Hands as well.

Also the Strongman, St4 and Block is a little OP on a starting player.
IIRC there is no other St4 player who starts with Block.
He would be prohibitively expensive to start with.

The rest is cool enough.
Knife Thrower is about the same as a Skaven Thrower.
And the Snake Woman is about the same as a Human Catcher.

Bear: Ok I totally agree in retrospect would maybe do it like follows then

Bear

MA: 5, ST: 5, AG: 2, AV: 9
Skills: Loner, Wild Animal, No Hands, Claw
Access: G/ASP

So now he is slower, has no hands but is still a heavy hitting machine that will not easily leave the field

Strongman: I am not totally convinced about your suggestion regarding the strongman. I agree no other starting player has ST4 + Block but he is slow to compensate. I could give him only 2 Agi though this will make him less viable as a ball carrier and maybe let him loose one more MA?
 

Thanatos

Super Star Player
Messages
398
Location
Ireland
Country Flag
I simply find it difficult to believe that a circus freak would be more awesome than a Chaos Warrior.

His price would be about 120k.

Besides, his job on the field should be to hit people so his prospective ball handling ability shouldn't come into it as much.
 

Morrodin

Rookie
Messages
3
Country Flag
I simply find it difficult to believe that a circus freak would be more awesome than a Chaos Warrior.

His price would be about 120k.

Besides, his job on the field should be to hit people so his prospective ball handling ability shouldn't come into it as much.

Thanks for putting a price tag on him seems a rather fair price as he is powerful.

Regarding your objection I agree and disagree, I agree that he is somewhat more awesome than a chaos warrior (4ST + block is an awesome start) but I disagree because he is 1. slower, 2. you only have access to 2 of them instead of 4, 3. he is less armored.

Regarding your comment about him not being a ball carrier I agree it is not so much an issue as in this team he will indeed not be handling the ball much.

Anyhow, thanks for your feedback, really appreciate it, gonna add this team to the cyanide game and check out how it goes :)
 

Notorious

Rookie
Messages
4
Country Flag
Woodland Alliance Team

Hi there, I'm fairly new to the game (playing a little on the Cyanide and more recently the DS versions) and have been lurking on these forums for a month or so but this thread appealled to me enough to come forth and post :)

My suggestion is for a "Woodland Alliance Team" (all the woodland creatures the Wood Elves wouldn't allow on their team grouping together in protest!).

Let me know what you think.

0-16 Wood Nymph/Brownie/Pixe (titchy winged humanoid creatures)
MA: 6, ST: 1, AG: 3, AV: 5
Skill: Dodge, Right Stuff, Side Step, Stunty, Titchy
Access: A / GSP
Cost: 30

0-4 Satyrs (little goat-horned guys with hoofs ("butt-heads"!))
MA: 6, ST: 2, AG: 3, AV: 7
Skill: Stunty, Horns, Sure Feet, Thick Skull
Access: AP/GS
Cost: 50

0-2 Dryads (slow, vaguely humanoid tree creatures)
MA: 4, ST: 3, AG: 3, AV: 8
Skill: Stand Firm, Big Hands
Access: GS/AP
Cost: 90

0-2 Zoat (Heavy muscled reptilian cetaur creature)
MA: 6, ST: 4, AG: 2, AV: 9
Skill: Sprint, Sure Feet
Access: GS/AP
Cost: 120

0-1 Treeman (as per W/Elf Big Guy)
MA: 2, ST: 6, AG: 1, AV: 10
Skill: Loner, Mighty Blow, Stand Firm, Strong Arm,
Take Root, Thick Skull, Throw Team-Mate
Access: S/AGP
Cost: 120
 

Etheric

Mega Star Player
Messages
1,477
Location
Stockholm
Cyanide Username
Etheric
Country Flag
Your sprites are snotlings with +1 Mv, and costing 10 more, which seems reasonable. All the other players with right stuff are mv 5, but it does not feel game breaking.

Not quite sure why satyrs have passing access, Giving passing access to a player with stunty is a bit wierd.

For me the best comparision would be with an ogre team which can then have 6 ogres.

6 ogres vs
1 treeman
4 satyrs
2 dryads
2 zoats

which seems pretty weak to me. The whole team is pretty weak physically , with 1 str 7, 2 st 4 2 st 3, then 4 str 2 and the rest str 1.

I guess you could lose the loner on the tree, and maybe allow a 2nd one then you might have a chance with throw team mate, or at least be able to match up with a halfling team (halfling treemen do not have loner).

The way it is set up right now though I would expect an orc team for example to stomp you into the grass.

My initial reaction is that the team is underpowered. Not a lot of strength, so caging would be hard. Not a lot of team speed or passing ability to go around either. So probably need a small buff. Redcue the satyrs to 2 maybe and give the dryads +1 str ? A 2nd tree, keeping hte loner might work too.
 

Etheric

Mega Star Player
Messages
1,477
Location
Stockholm
Cyanide Username
Etheric
Country Flag
Goblins have MV 6 and Right Stuff.

Doh of course they do.

no idea what I was thinking. I was convinced they were move 5, but at the same time I know they are useful to add a bit of extra speed and potential catching ability to an orc team.

Not quite joining the dots in my head :D.
 

Notorious

Rookie
Messages
4
Country Flag
Woodland Alliance [Updated]

Ok made a few changes. took loner off the tree and made changes to the Dryads (+1 S& AV, -1 AG as well as changing skill access to SP/AG).

Also added 0-1 Willow Wisp:-

MA: 8, ST: 1, AG: 4, AV: 9
Skill: Hypnotic Gaze, Dodge, Stunty, No hands
Access: A/GSP
Cost: 80

Thinking of dropping the number of Satyrs from 0-4 to 0-2?

Full Roster now as follows:-
0-16 Fairys (titchy winged humanoid creatures)
MA: 6, ST: 1, AG: 3, AV: 5
Skill: Dodge, Right Stuff, Side Step, Stunty, Titchy
Access: A / GSP
Cost: 30

0-4 Satyrs (little goat-horned guys with hoofs ("butt-heads"!))
MA: 6, ST: 2, AG: 3, AV: 7
Skill: Stunty, Horns, Sure Feet, Thick Skull
Access: AP/GS
Cost: 50

0-2 Dryads (slow, vaguely humanoid tree creatures)
MA: 4, ST: 4, AG: 2, AV: 9
Skill: Stand Firm, Big Hands
Access: SP/AG
Cost: 120

0-2 Zoat (Heavy muscled reptilian centaur creature)
MA: 6, ST: 4, AG: 2, AV: 9
Skill: Sprint, Sure Feet
Access: GS/AP
Cost: 120

0-1 Willow Wisps
MA: 8, ST: 1, AG: 4, AV: 9
Skill: Hypnotic Gaze, Dodge, Stunty, No hands
Access: A/GSP
Cost: 80

0-1 Treeman (Big Guy)
MA: 2, ST: 6, AG: 1, AV: 10
Skill: Mighty Blow, Stand Firm, Strong Arm,
Take Root, Thick Skull, Throw Team-Mate
Access: S/AGP
Cost: 120
 

Gallows Bait

Super Moderator
Moderator
Messages
4,172
Location
Scunthorpe
Steam Username
Gallows-Bait
Cyanide Username
Gallows Bait
Country Flag
The Willow Wisp seems a bit of an odd bag to me. I can see the Strength 1 reduces his abilities to a degree, but I still think he's overpowered for what he should be which would be a ball carrier (if he had hands).

There's no way I'd want to see MA8 AG4 combined with AV9 regardless of the player's role. Throwing dodge and stunty into that mix makes a player no one will stop from going anywhere on the pitch.

If he's low strength and fragile as a trade off for speed and agility, that should include armour too.

I'm also not sure I see the point of Hypnotic Gaze and No Hands, I don't really see the use of a player who runs around the pitch staring at people but nothing more.

While the no hands does offset his nimbleness, I don't see why a player would want to run around with only hypnotic gaze helping the team in any way.
 

Etheric

Mega Star Player
Messages
1,477
Location
Stockholm
Cyanide Username
Etheric
Country Flag
Hehe now you have gone too far the other way.

The wisp is an incredibly powerful player, it can get anywhere, moving to any square on a 2+ with a dodge reroll and then hypnotic gaze which is a pretty powerful ability.

A wisp and a zoat could pretty much bust any cage you mention with ease, making it very hard to do anything with the ball as a bashy team. Mark one corner with a player, gaze the other corner the str 4 zoat to smash the ball carrier. Ouch.

There is a guidline about giving the same team players with str 4+ and agi 4+, i guess that is less of an issue as you have the no hands. AV 9 is probably too high too.

No idea how to balance around the wisp, would suggest dropping that one or changing the team completely.

Right now my feeling is get rid of the big hand on the dryads, then they become roadblocks like a flesh golem.

RIght now this feels like a caging/running team, you carry the ball with the satyrs or the farys and cage around it. The dryads and the tree are quite slow though, so your cage will be quite weak, with fairys trying to screen as well.

With stunty your satyrs are horrible passers of the ball. (-1 on pass rolls) so I am sure that part needs a redesign. You could make them str 3, get rid of the stunty, reduce the number allowed to 2. Then they can be the main ball carriers, and you can build them inot passers, but I don't think it will be that effective.

Balancing teams is quite tricky :D.

Ok made a few changes. took loner off the tree and made changes to the Dryads (+1 S& AV, -1 AG as well as changing skill access to SP/AG).

Also added 0-1 Willow Wisp:-

MA: 8, ST: 1, AG: 4, AV: 9
Skill: Hypnotic Gaze, Dodge, Stunty, No hands
Access: A/GSP
Cost: 80

Thinking of dropping the number of Satyrs from 0-4 to 0-2?

Full Roster now as follows:-
0-16 Fairys (titchy winged humanoid creatures)
MA: 6, ST: 1, AG: 3, AV: 5
Skill: Dodge, Right Stuff, Side Step, Stunty, Titchy
Access: A / GSP
Cost: 30

0-4 Satyrs (little goat-horned guys with hoofs ("butt-heads"!))
MA: 6, ST: 2, AG: 3, AV: 7
Skill: Stunty, Horns, Sure Feet, Thick Skull
Access: AP/GS
Cost: 50

0-2 Dryads (slow, vaguely humanoid tree creatures)
MA: 4, ST: 4, AG: 2, AV: 9
Skill: Stand Firm, Big Hands
Access: SP/AG
Cost: 120

0-2 Zoat (Heavy muscled reptilian centaur creature)
MA: 6, ST: 4, AG: 2, AV: 9
Skill: Sprint, Sure Feet
Access: GS/AP
Cost: 120

0-1 Willow Wisps
MA: 8, ST: 1, AG: 4, AV: 9
Skill: Hypnotic Gaze, Dodge, Stunty, No hands
Access: A/GSP
Cost: 80

0-1 Treeman (Big Guy)
MA: 2, ST: 6, AG: 1, AV: 10
Skill: Mighty Blow, Stand Firm, Strong Arm,
Take Root, Thick Skull, Throw Team-Mate
Access: S/AGP
Cost: 120
 

Notorious

Rookie
Messages
4
Country Flag
Ok, I've given the wisp secret weapon and reduced MV and AV in an effort to balance. I've just got a visual of this annoying ball of light hovering round the field distracting players that I feel adds a bit of flavour to the team.
I've also taken off big hand from the Dryads as suggested and given the Satyrs normal access to General skills.

Continued, comments and feedback appreciated.

Full Roster now as follows:-
0-10 Fairys (titchy winged humanoid creatures)
MA: 6, ST: 1, AG: 3, AV: 5
Skill: Dodge, Right Stuff, Side Step, Stunty, Titchy
Access: A / GSP
Cost: 30

0-4 Satyrs (little goat-horned guys with hoofs)
MA: 6, ST: 2, AG: 3, AV: 7
Skill: Stunty, Horns, Sure Feet, Thick Skull
Access: APG/S
Cost: 50

0-2 Dryads (slow, vaguely humanoid tree creatures)
MA: 4, ST: 4, AG: 2, AV: 9
Skill: Stand Firm,
Access: SP/AG
Cost: 90

0-2 Zoat (Heavy muscled reptilian centaur creature)
MA: 6, ST: 4, AG: 2, AV: 9
Skill: Sprint, Sure Feet
Access: GS/AP
Cost: 120

0-1 Willow Wisps
MA: 6, ST: 1, AG: 4, AV: 8
Skill: Hypnotic Gaze, Dodge, Stunty, No hands, Secret Weapon.
Access: A/GSP
Cost: 50

0-1 Treeman (Big Guy)
MA: 2, ST: 6, AG: 1, AV: 10
Skill: Mighty Blow, Stand Firm, Strong Arm,
Take Root, Thick Skull, Throw Team-Mate
Access: S/AGP
Cost: 120
 

Gallows Bait

Super Moderator
Moderator
Messages
4,172
Location
Scunthorpe
Steam Username
Gallows-Bait
Cyanide Username
Gallows Bait
Country Flag
6 possible team members with access to the passing skills on a normal role seems an odd balance to me, but neither of the positions listed seems well suited to the role either, so I'm not sure which I'd recommend dropping.

Only thing I would say is you don't have to add access just because no one else has it, they're not and never will be a throwing team, not with the majority being stunty, so don't feel obliged to shove it in for the sake of it.

Goblins and Halflings don't have it and I see this as a team similar to them.
 
Top