This is a custom roster I've been fiddling with for a while now, thought I would share and see what people think. I'm sure it's probably not very good, but I think I've reached the point where it's not getting any better if I'm the only one looking at it. Code: Qty Title Cost MA ST AG AV Skills Normal Double 0-12 Pixies 40,000 6 1 3 6 Dodge, Right Stuff, Sure Feet, A GSP Stunty, Titchy 0-4 Dryads 60,000 6 3 3 8 Strong Arm, Thick Skull GP AS 0-2 Harpies 60,000 6 3 3 7 Leap, Very Long Legs GA SP 0-2 Nyads 90,000 6 3 3 7 Big Hand, Extra Arms, Side Step GA SP 0-2 Unicorns 90,000 6 3 4 7 Horns, No Hands, Sprint, Sure Feet GAS P 0-1 Treeman 120,000 2 6 1 10 Loner, Mighty Blow, Stand Firm, S GAP Strong Arm, Take Root, Thick Skull, Throw Team-Mate 0-8 Rerolls 60,000 The main goal of the team is really just to get Unicorns on the pitch, because I love them. ^^ More seriously tho, I wanted something with a decent nature/mythical theme, and some specialization. Sort of a wood elf lite type feel. The team is fast without having high movement due to lots of sure feet, plus ubiquotus agility access but only two AG 4 pieces, who can't touch the ball. A couple leapers and some titchies also increases their overall manueverability without just being faster/more agile. While the *yads focus on moving the ball around. I should note that while I did my best to cost them what I felt was right, the only ones I'm really sure about at all is the Harpies. More thoughts on the individual positions: Pixies: I debated for a long time whether I wanted the pixies to be 0-12 linetitchies or 0-4 positional titchies, and I'm still not totally convinced which I prefer. But for now I'm going with linetitchies, partially because they're the cheapest piece on the team and partially because I wanted to make the Dryads a bit more specialized (more on that later.) I gave them Sure Feet partially to gel with the Unicorns, and partially as a thematic nod to the idea that they're actually flying slightly above the ground rather than running, so in theory they should trip less. My main concern with them is that they might be overpriced at twice the cost of a snotling for an extra point of movement and armor, that still leaves them average speed and halfling durability, or that sure feet just isn't a good enough replacement for SS on a ST 1 piece. If I was going to change them, other than adjusting the price, I'd probably either just give them side step and accept that they're just better snotlings, or give them jump up, either instead of or in addition to sure feet. Dryads: If the pixies aren't the linepiece, these guys would be the other choice. I expect they'd probably fill the role of line fodder on a lot of teams anyway, since they're the most durable piece on the team with AV8 and Thick Skull. Thematically I wanted to try and make them mini treemen of a sort, which is where thick skull came from. That's also the main reason for giving them Strong Arm. Once they had that, it only made sense to make them the team's throwers and give them P access. It's a bit weird to have the thrower role and the punching bag role filled by the same position, but I don't think it's terrible. Especially on an 0-4, since you really only need one thrower and three punching bags, spares notwithstanding. I realize Strong Arm is maybe a bit strong as a starting skill, but since they're AG 3 and don't start with Pass I think it's probably ok. As is they're slightly better at out of the box passing than an unskilled elf, but worse than pretty much any proper thrower except Khemri's. They will eventually outpace other AG 3 throwers who don't roll a doubles, and they're basically equivelant to an elf thrower once they get Pass, until the elf rolls doubles and gets Strong Arm, then they need +AG to catch up, which is significantly harder to roll. So overall I'd say long-term potential wise they're somewhere in between normal AG 3 and AG 4 throwers. If I was gonna change them I'd probably take away either Strong Arm or P access, maybe both, and put them back in the lineman slot. Possibly combined with a buff to the now 0-4 pixies. Alternatively, if they just needed a slight nerf I might make them MA 5. Harpies: There's not really a ton to say about the harpies, they're Slaan linemen with A access and one less armor, except thematically they're "leaping" with their wings rather than their legs. Mostly they just fit into the team by being another specialized psuedo-agility piece with weird mobility. 3+ Leap means they can get into and out of nasty places, so you could probably build them into pretty great ball hawks. VLL gives them elf-level interception powers, so if you wanted you could also go Catch and Pass Block. Get them +AG or NoS and they'd be pretty good recievers, too, able to catch it anywhere and then leap out. If it turned out the team was just too squishy I'd give them one more armor for not having real AG 4. Otherwise if they needed a slight buff I'd probably go for sure feet, matches the team and fits with the wings well enough. Nyads: These are the catchers and/or ball carriers of the team. Extra Arms is yet another psuedo-agi skill, while Big Hand continues the "we don't care about your tackle zones" trend set by the Pixies and the Harpies. Both fit the theme of being a semi-amorphous water spirit, able to change their shape as needed to get hold of the ball. Side Step is meant to represent them flowing around the oppositions attempts to punch them, while also adding to the teams maneuverability theme. The main change I can see making to these guys is either swapping SS for Foul Appearance and/or Dodge, or maybe just giving them Dodge. In any of those cases the main idea would be to try and increase their survivability while keeping with the flowing, hard to hit/pin down water theme. I'd also consider giving them Regen, for the same reason as the AV buff on the Harpies. If they turned out to be too good, I'd probably swap Big Hand for Sure Hands, same thematic logic and combined with EA still pretty decent at helping steal the ball, but not as powerful at it. I'm not as fond of it tho since it pushes them even more towards being the primary ball carrier, which takes some of the oomph of the thrower dryads away. What I'd rather do if they need a nerf is drop them to ST 2, since that would make running them into the opposition to actually use Big Hand riskier to their health, being only MA 6 and thus limited in how far they can run away afterwards, and also being physically weak fits with the pieces theme. Unicorns: These guys are definitely the stars of the team, as well as my original reason for wanting to make it. They're obviously modelled after bull centaurs, being another quadruped piece, except for being much more agile. They're also sort of extra fast psuedo-vampires, with AG 4 and ST 4 blitzes, as well as GAS access. No Hands should be pretty obvious here, thematically. Ultimately they're the blitzers of the team, having the only S access and also the aforementioned ST 4 blitzes. They're a little unreliable out of the box, since no block and easy to counter block due to not having real ST 4. AV 7 also makes them fragile for a blitzer, and they're hard to level since you can't feed them SPP in any reliable way. But manage to keep them around and in a couple levels you'll have a really fantastic piece. They're easy to build as either support blitzers with Blodgestep Guard or killers with (PO)MB & Tackle. In addition to being thematically appropriate, No Hands is an important nega trait for them, since it lets them have those vamp-esque Stats&Access + extra speed without being too powerful. And it fits the psuedo agility theme, in that they're the only real AG 4 piece on the team but they can't actually do anything with it but dodge. My main concern with them is either that they're not quite powerful enough out of the box to warrant the No Hands penalty, in which case I'd give them either ST 4, Block, or Dodge, depending on the level of buff needed, or that they're too squishy to be effective blitzers/ever develop, in which case I'd give them AV 8 and/or Regen. Treeman: Not much to say here really, what would a Woodlands team be without a Tree? Also, what's the point of having titchy pieces if you can't throw them? It is worth noting though that the Pixies would be the best Right Stuff piece for the 1TTD TTM play, so if there's any reason to nerf them that might be it. He also serves the same basic purpose as on the Wood Elf team, Strength & Armor on a team without much of either. Tho these guys aren't quite as fragile or strengthless as welfs, so honestly I think he'd probably be used more for the one turner potential than anything else. Like most big guys you could probably pass on him and not be much, if any, worse off. So, that's my Woodlands Team. They're a nature themed team with a focus on specialized psuedo-agility pieces and moving both themselves and the ball around via means other than raw MA and AG. Let me know what you think.