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Put that torch and pitchfork down! I'm not saying they're underpowered.
No, the problem rather seems (I think we'd mostly be in agreement here) that their effectiveness is too concentrated towards the lower end of the TV spectrum: somewhat too easy to win with out of the box, somewhat too difficult to keep alive when even the Elves have starting picking up Tackle and Block.
Secondarily, but relatedly, they're just a bit.. dull.
Further to S1nner's request for a new Amazon team, then, I thought it might make for interest, diversion, hopefully even discussion among the esteemed minds that frequent theses boards: how do we fix the Amazons?
My own thoughts are that much can be achieved with two relatively minor and one relatively major changes to the roster. This is what I managed to throw together (instead of doing more worthwhile things, naturally, such as making the world a better place):
The change in re-roll price is to discourage the 'laundry list' approach to team building with the Amazons. A fresh Amazon team can have
* 4 Blitzers, 2 Throwers, 2 Catchers, 3 Linewomen, 3 Re-rolls
* and a substitute, apothecary, or an extra re-roll
and still have change from 100k, for Nuffle's sake! It's the smaller part of why they're so effective at 1000TV (the larger part is obviously all that Dodge), but it's the part we can change without fundamentally messing with the structure of the team.
What's also bad is that taking everything you want, simply because you can, means as the season progresses you have no interesting choices about what to spend match earnings on. Very boring. It's just the apothecary/fourth re-roll then subs, subs, subs. This (and the Big.. Gal, to whom I'll come in a moment) are intended to fix that.
The thinking behind the Catchers is that a small injection of pace gives the team a little more tactical opportunity on the field. At present, they're a running team that can't really outrun even the slower opponents. Fast Catchers give you good candidates for grabbing the ball outright, receiving it from a pass or hand-off, making dummy runs to stretch the opponent's defence, or converting into decent safeties for defensive duty. Lower armour reflects the trend in faster players across the board in BB. They're more expensive as per the rules of Jervis Johnson's player builder.
The inspiration for the Ogrette came in part from Bertha Bigfist (the female Ogre star player) but mainly from the Yhetee and Rat Ogre that are often employed at high TV to take some pressure off the more fragile members of their respective teams. To be effective in this role she needs a few things :
* to be armour 8, in keeping with the relative squishiness of the team
* to be expensive enough that coaches can't just take her from the off without sacrificing re-rolls and positionals
and to justify that price she therefore needs an extra skill on the regular Ogre. I couldn't decide what, so I'm turning it over to the board. Without Wild Animal, Frenzy is out. My thoughts were:
Dodge
Pros: in keeping with the team theme; novel; adds value but (at AG2) without being too overpowered.
Cons: violates player building rules on big guys; one double and the player is a Blodging monster; a skill re-roll (goes against the spirit of Loner players).
Wrestle
Pros: a Big Guy hitting the deck is still bad news even without turning over, as the less expensive player can just stand up without having to 2+; gives her a unique role amongst the big guys (defensive rather than offensive).
Cons: violates player building rules; other Big Guys need a double for that kind of reliability when blocking.
Juggernaut or Grab
Pros: uncontroversial, useful skills.
Cons: not very exciting!
Fend or Shadowing
Pros: more interesting at least, being skills rarely seen on Big Guys.
Cons: not especially useful on this type of player.
I would obviously be interested to see anyone else's thoughts, having now given so much time to this what is ultimately a rather inconsequential daydream. What (if anything) would you change about the Amazons?
No, the problem rather seems (I think we'd mostly be in agreement here) that their effectiveness is too concentrated towards the lower end of the TV spectrum: somewhat too easy to win with out of the box, somewhat too difficult to keep alive when even the Elves have starting picking up Tackle and Block.
Secondarily, but relatedly, they're just a bit.. dull.
Further to S1nner's request for a new Amazon team, then, I thought it might make for interest, diversion, hopefully even discussion among the esteemed minds that frequent theses boards: how do we fix the Amazons?
My own thoughts are that much can be achieved with two relatively minor and one relatively major changes to the roster. This is what I managed to throw together (instead of doing more worthwhile things, naturally, such as making the world a better place):
The change in re-roll price is to discourage the 'laundry list' approach to team building with the Amazons. A fresh Amazon team can have
* 4 Blitzers, 2 Throwers, 2 Catchers, 3 Linewomen, 3 Re-rolls
* and a substitute, apothecary, or an extra re-roll
and still have change from 100k, for Nuffle's sake! It's the smaller part of why they're so effective at 1000TV (the larger part is obviously all that Dodge), but it's the part we can change without fundamentally messing with the structure of the team.
What's also bad is that taking everything you want, simply because you can, means as the season progresses you have no interesting choices about what to spend match earnings on. Very boring. It's just the apothecary/fourth re-roll then subs, subs, subs. This (and the Big.. Gal, to whom I'll come in a moment) are intended to fix that.
The thinking behind the Catchers is that a small injection of pace gives the team a little more tactical opportunity on the field. At present, they're a running team that can't really outrun even the slower opponents. Fast Catchers give you good candidates for grabbing the ball outright, receiving it from a pass or hand-off, making dummy runs to stretch the opponent's defence, or converting into decent safeties for defensive duty. Lower armour reflects the trend in faster players across the board in BB. They're more expensive as per the rules of Jervis Johnson's player builder.
The inspiration for the Ogrette came in part from Bertha Bigfist (the female Ogre star player) but mainly from the Yhetee and Rat Ogre that are often employed at high TV to take some pressure off the more fragile members of their respective teams. To be effective in this role she needs a few things :
* to be armour 8, in keeping with the relative squishiness of the team
* to be expensive enough that coaches can't just take her from the off without sacrificing re-rolls and positionals
and to justify that price she therefore needs an extra skill on the regular Ogre. I couldn't decide what, so I'm turning it over to the board. Without Wild Animal, Frenzy is out. My thoughts were:
Dodge
Pros: in keeping with the team theme; novel; adds value but (at AG2) without being too overpowered.
Cons: violates player building rules on big guys; one double and the player is a Blodging monster; a skill re-roll (goes against the spirit of Loner players).
Wrestle
Pros: a Big Guy hitting the deck is still bad news even without turning over, as the less expensive player can just stand up without having to 2+; gives her a unique role amongst the big guys (defensive rather than offensive).
Cons: violates player building rules; other Big Guys need a double for that kind of reliability when blocking.
Juggernaut or Grab
Pros: uncontroversial, useful skills.
Cons: not very exciting!
Fend or Shadowing
Pros: more interesting at least, being skills rarely seen on Big Guys.
Cons: not especially useful on this type of player.
I would obviously be interested to see anyone else's thoughts, having now given so much time to this what is ultimately a rather inconsequential daydream. What (if anything) would you change about the Amazons?