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

Discussion in 'General Blood Bowl News and Discussion' started by Citizen Nev, Nov 27, 2012.

  1. Citizen Nev

    Citizen Nev Member

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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
     
  2. John McGuirk

    John McGuirk Well-Known Member

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    High Elves

    Throwers start with Sure Hands, no additional cost.

    :rolleyes:
     
  3. SorroW

    SorroW Member

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    Pro Elfs

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

    Gallows Bait Super Moderator Moderator

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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
     
  5. Juriel

    Juriel Active Member

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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.
     
  6. Gallows Bait

    Gallows Bait Super Moderator Moderator

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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.
     
  7. Darkson

    Darkson Member

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    I'd play a different game. One of the main attractions for me is the fact that all the rosters are not equal.
     
  8. crimsonsun

    crimsonsun Well-Known Member

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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)....
     
  9. John McGuirk

    John McGuirk Well-Known Member

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    Khemri

    Tomb Guardians start with Tackle, +10k.
     
  10. Nikolai II

    Nikolai II Super Moderator Moderator

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    Sounds like you should like the last suggestion then. ;)

     
  11. Dalryk

    Dalryk Member

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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.
     
  12. Juriel

    Juriel Active Member

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    Sounds like someone likes elves on the top! :p
     
  13. Darkson

    Darkson Member

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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.
     
  14. Stryke

    Stryke Member

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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.
     
  15. Gallows Bait

    Gallows Bait Super Moderator Moderator

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

    HC Vanselow Member

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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.
     
  17. Netsmurf

    Netsmurf Well-Known Member

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    Beast of Nurgle is created in the image of Nurgle, so no need for further mutations;)
     
  18. Nikolai II

    Nikolai II Super Moderator Moderator

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    I'd prefer dropping the linerats for two gutters instead. That'd make the team a real contender to the skaven. :D
     
  19. Darkson

    Darkson Member

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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).
     
  20. Gallows Bait

    Gallows Bait Super Moderator Moderator

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    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).