17 votes, rating 3.4
Roster experiment - aimed at CPOMB
Total clearance is common. Clawpomb runs amok. No rules changes on the horizon to save the day. If no rules change then what about a new roster?
So i took some time to brainstorm about a hypotetical roster that would feed on killer teams. Here is what i come up with:
0-4 Blitzer 7/3/3/7 wrestle, dauntless, GS access, 90k
0-2 Fouler 6/3/2/7 dirty player, sneaky git, G access, 60k
0-2 Runner 8/3/3/7 dodge GP access, 80k
0-16 Lineman 5/3/3/8 fend, GA access, 50k
Team reroll 50k
The base is the human roster. Armor 7 in most cases, since claw makes them 7 anyway. Lino is built to be durable. With acces to Agility, they can get side step, so avoid being piled on even if the basher has grab. (An all lino minmax team with movement 5 does not seem to be strong to me, so the price of lino feels right to me.)
The fouler is a positional that no other roster has. And it could be helpful against piling on.
You can buy a reasonale roster from starting gold with 12 or 13 players to compensate for the potential loss of a fouler.
Thanks for everyone who participated in the IRC brainstorming.
Do you like the idea of introducing a new team?
Posted by Niebling on 2012-07-20 15:23:15
Reminds me of an old Hobgoblin roster I used to play :)
Posted by bghandras on 2012-07-20 15:24:55
How did that look like?
Posted by MattDakka on 2012-07-20 15:31:14
I don't like the idea and I don't think it would annoy clawpomb teams.
Against Clawpomb Clawpomb, amazons, elves and undead/necro/khemri teams are way better than a pseudo-human team imo.
Posted by King_Ghidra on 2012-07-20 15:34:04
"Total clearance is common"
Posted by pythrr on 2012-07-20 16:11:24
Posted by BooAhl on 2012-07-20 17:10:25
Runner is too good/cheap
Posted by FreeRange on 2012-07-20 17:18:53
with a little work why not test this theory out with a normal human team?
only real difference I see is that the catchers would be your runners with str 2 and your linemen would be faster
Posted by blader4411 on 2012-07-20 17:42:30
Fend freely available on linemen?
A bit too close to Bretonnians :P
Posted by pythrr on 2012-07-20 19:11:41
I love this...
"No rules changes on the horizon to save the day."
In stead you propose... another RULE CHANGE!
Posted by bghandras on 2012-07-20 19:23:26
As far as i know custom roster is considered as an option for league.
Posted by blader4411 on 2012-07-20 19:32:21
Ah, this is a real suggestion? Alright then:
Blitzer: Looks good.
Fouler: Considering he's starting with SG (a doubles skill), I'd raise him up to 70k.
Runner: You'll have to boost his cost, because he has Human Catcher stats + ST3, and would be the only catcher in the game to start with both ST3 and dodge. Make him 90k, maybe even 100k.
Linemen: If you're going to give them each fend, bump them up to 60k. They shouldn't be as cheap as a lineman despite extra Agility access.
Posted by Stanley on 2012-07-20 19:35:28
So now we have a roster to help against the killer team.
So next will be an anti dwarf team
Then an anti ELf.
I HATE the Claw POMB teams and won't play against them unless i have to. BUT
Why make a new team just to counter them?
If anything just limit the amount allowed
Posted by dode74 on 2012-07-20 19:58:31
A few cost adjustments taken from this: http://forum.bloodbowl-game.com/viewtopic.php?f=5&t=457#p3824 (do with it as you will :P )
Blitzer is fine, but I'd consider making him 80k for longevity purposes - these guys won't last long and 90k is a lot to replace.
Fouler - in theory he should be 50k. 60k is probably fine. I'd consider making him AG3 and 80k though as it will make him a tad more useful and a bit less minmax.
Runner - fine.
Lineman - I'd go for 60k.
RR - far too cheap, imo. Even with 90k blitzers they would get 3 with full positionals (1 fouler and a lineman would be interchangeable at my lineman costing above) at 50k. 70k gives them 2 with full positionals and 90k blitzers.
If you go for the AG3 fouler at 80k, and blitzers and runners also 80k with linemen at 60k then a 4 blitzer, 1 fouler, 2 runner, 4 lineman squad with 2 70k RRs is 940k, leaving enough for the apoth (or another lineman), which I think would fit your intent for the team better.
Posted by Azure on 2012-07-20 20:01:30
I think the ideal lineman would be:
5/3/2/8 Fend, Thickskull G access - 50k
[Think of as zombie with +MA, 1 more skill, for 10k more or as a human lineman with -MA, -AG, 2 more skills for same price.]
--Thing is, most clawpomb teams have 1-3 killers...some may have 4...but a lot of blocks are going to be with MB or just straight up normal blocks as well. So thickskull is very important in staying on the pitch. Dwarves do well against clawpomb because they can get Guard/Fend early and with AV 9 (against the non-claw) and the thickskull, they stay on the pitch if you position well.
Posted by Endzone on 2012-07-20 20:05:30
Surely a new team roster should start with a race, then match stats and skills to the background. Starting with game mechanics is the wrong way around for me.
If you want a team with stats like this surely you could build one. For example roll Amazon, go for a wreste-fend-dirtyplayer build and go hunt clawpombers.
Sounds like a good new project - I'm on to it! :)
Posted by the_Sage on 2012-07-20 20:19:44
I think starting with mechanics is fine.
I think the linos should not have agility access.
If you want to lower the cost of the dedicated foulers, don't give them AG2, give them secret weapon instead! (I can see that fluffed out =)
Posted by bghandras on 2012-07-20 21:10:35
If lino has no agility access, then i agree with azure that 5328, fend thickskull is the way to go.
Then probably runner should have agility access, which may raise its price.
(Otherwise noone has ag access on the roster.)
Posted by Endzone on 2012-07-20 22:50:54
Surely a team of skeletons are the way to go!
5327 thick skull, regenerate seems like a good start, give them wrestle / fend / dirty player and away you go!