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Synn
Last seen 3 years ago
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Archive

2014

2014-06-01 21:47:54
rating 4
2014-04-27 01:44:08
rating 4.2
2014-02-23 09:17:27
rating 3.3
2014-02-22 16:54:35
rating 5.3
2014-02-09 07:44:04
rating 4.7
2014-01-07 01:44:42
rating 3.8

2013

2013-12-30 10:22:35
rating 3.1
2013-11-03 15:57:42
rating 5.2
2013-09-26 16:53:11
rating 3.8
2013-07-04 17:00:18
rating 2.3
2013-07-01 00:31:26
rating 4.6
2013-05-03 23:29:00
rating 5.1
2013-04-30 17:21:17
rating 4.9
2013-04-08 00:42:06
rating 5
2013-03-31 18:20:09
rating 5.5
2013-01-22 02:25:31
rating 4.2

2012

2012-12-25 02:47:13
rating 4.9
2012-11-26 01:03:47
rating 4.2
2012-11-22 19:06:56
rating 5.1
2012-11-22 18:27:01
rating 3.5
2012-11-18 18:57:48
rating 5.3
2012-11-08 23:56:41
rating 3.8
2012-10-22 02:32:32
rating 5.2
2012-08-11 00:10:02
rating 2.4
2012-07-28 00:58:52
rating 4.2
2012-07-14 07:45:26
rating 4
2012-07-08 21:45:07
rating 3.6

2011

2011-10-26 00:02:18
rating 2.6
2011-10-15 23:56:19
rating 3.3
2011-10-15 21:28:53
rating 2.9
2011-10-15 21:10:27
rating 3
2011-10-15 21:03:52
rating 3.1
2011-10-15 20:50:04
rating 3
2011-10-15 20:41:58
rating 3.1
2011-10-15 20:34:18
rating 3.5
2011-10-15 20:25:22
rating 3.8
2011-10-12 04:30:55
rating 5.6
2011-05-02 07:13:01
rating 4.7
2011-02-06 17:26:11
rating 3.7

2010

2010-07-11 23:17:43
rating 4.1
2010-07-05 18:59:19
rating 3.3
2010-06-26 18:17:10
rating 3
2010-06-18 22:23:51
rating 4.6
2010-05-20 04:45:38
rating 2.8
2010-04-14 02:32:02
rating 3.7
2010-03-06 17:45:48
rating 3.6
2010-03-03 19:18:50
rating 3.8
2010-02-27 17:54:06
rating 3.9
2010-02-27 00:07:11
rating 4.3
2010-02-23 01:09:53
rating 4.3
2010-01-22 01:16:56
rating 3.1
2010-01-21 01:55:00
rating 2.3
2010-01-20 04:56:22
rating 2.4
2010-01-01 19:44:17
rating 3.8

2009

2009-11-13 02:26:53
rating 4.5
2009-04-05 19:09:44
rating 2.5
2009-03-17 02:56:27
rating 2.6
2009-03-03 00:03:15
rating 3.6
2009-01-07 17:37:31
rating 3.8

2008

2008-12-25 17:04:50
rating 3.9
2008-12-12 22:14:49
rating 4.3
2008-09-05 21:59:14
rating 3.4
2008-08-12 03:29:08
rating 3.8
2008-07-20 02:06:56
rating 3.9
2008-04-23 18:30:21
rating 5
2008-04-23 18:09:29
rating 4.6
2008-03-18 17:33:58
rating 4.9

2007

2007-11-25 06:12:06
rating 4.8
2007-07-30 23:34:24
rating 3.3
2007-07-30 23:11:47
rating 3.3
2007-07-30 18:58:08
rating 4.3
2011-10-24 20:04:00
19 votes, rating 3
Dark Elves, Khemri, and Necro LRBF Roster Concepts
Dark Elves

0-16 Base:

0-16 Dark Elf Linemen

0-8 Positionals

0-4 Witch Elves
0-4 Runners
0-4 Blitzers
0-2 Assassins

RRs: 50k
Roster Bribes: 50k Still count at full value (10 TV).

_____

Intention:

More flexibility at the high end with potentially 4 witch elves (in case you really wanted more AV 7 frenzy), but Darkies really needed to do away with the old school "I only need 1 lino on the field".
_________________________

Khemri

0-16 Base:

0-16 Skeletons (btw... do they really need Thick Skull? Do comment)

0-8 Positionals

0-4 Throw-ras
0-4 Blitz-ras
0-4 Tomb Guardians AV 8, loses Decay

RRs: 70k
Roster Bribes: 100k

_____

Intention:

Boy did they get neutered in CRP. The ability to field up to 4 blitz-ras means they can get a little nastier, but will sacrifice the throw-ras. Since there seems to be some coaches who roll with throw-ras, here is a chance to take even more at the expense of some bashers.
______

Necros

0-16 Base:

0-16 Zombies

0-8 Positionals

0-4 Wights
0-4 Ghouls
0-4 Werewolves
0-4 Flesh Golems

RRs: 70k
Roster Bribes: 100k
______

Intention:

Here is a versatile dead team capable of going in many directions with their positional choices. Note: Undead roster wouldn't exist so this is a replacement.

__Synn
Rate this entry
Comments
Posted by spubbbba on 2011-10-24 20:40:49
You made Tomb Guardians even worse by making them AV8 and with decay?

I'd drop decay or give them Break tackle for 10K more, also give blitz and thro-ras thick skull for free. Team will still suck but won't be tier 2 anymore.
Posted by Fuel on 2011-10-24 20:43:47
no.no.no.
Crp rules dont need anymore enchantments for bashines. the game must be main goal ball play. that what crp rules need.
Posted by Azure on 2011-10-24 20:46:43
The 4 Werewolf team may be overpowered. No really sure - but would I ever take a ghoul when I could take another werewolf? Similar with WW > wight. The FGs are expensive, so those or wights is a harder call perhaps...but certainly I would see a team starting with 4 WWs and 7 zombies.

WW vs ghoul: +1 MA, +1 AV, claw, frenzy, regen - same skill access - but lose dodge for 50k TV more. Certainly not seeing how the ghoul is going to be better. Maybe use ghouls at TV 1000, but never replace them.

Anyway - just not sure ghouls would ever be used...thus not sure there is even a point having them on the roster unless they are improved or something is changed.
Posted by Synn on 2011-10-24 21:00:46
Spubbbbbbbbbba: Tomb Guardians lose decay. Hard to see with the "-" in front of decay being small.

WALGIS: Bashing is part of the game. I just prefer to see more races able to do it as opposed to Chaos and Chaos Dorfs.

Azure: The 4 Werewolf team would be expensive. Its not a question of "good vs bad", but more a question of team management. If you want a power Necro roster featuring 4 Flesh Gollems and 4 Puppies, you have to be prepared for 8 players at 12 TV without a single additional skill. Ghouls are a value play and the option should exist.

__Synn
Posted by spinball on 2011-10-24 21:01:53
I personally like the changes. Why not give every team the versatility to customize? As for the 4 werewolves, yes I would probably have them, but just like having 4 slann blitzers and no block or dodge to show for it as rookies there would definitely be some tr drain and you would be constantly walking up hill until they were properly skilled up.
Posted by Gromrilram on 2011-10-24 21:51:28
i really like the darkees. i think that actually could get some variety on the field.

khemri: i dont mind the changes, and i like the thick skull on skellies, but i dont see anyone take throras. what you mentioned was that some coaches actually play them, but that is a hard decision compared to a skellie! not to a blitzra...

necro... that seems a bit harsh. imho: necro are at low TR very competetive, that does not go away, as you can still build the same team. but at high tr, you give them a painful lot of options... seeing that at the moment puppies are good at everything, ball carrying, bashing, ball stealing. but you have to decide how you skill them. that now goes away, as you can have your dedicated players. in combination with the enhanced (compared to apo) regen, that seems threatening
Posted by Catalyst32 on 2011-10-24 21:58:42
I don't like the loss of the Undead team. No 2 Mummy option with Wights and Ghouls. Maybe they could be folded into your idea somehow. But not sure how Mummies fit in on a team with Flesh Golems without being over powered. It might be OK as you point out the negative of TV management.

I also like having 1 to 3 Skeletonson my Undead team I even have an Undead team with no Zombie (unless I raised them) and only Skeletons to go along with the positionals. I don't like playing Khemri so the options to play as I wish are not available in your plan.

I think your Dark Elves idea is good though. It might add some more variety to the game there.
Posted by Catalyst32 on 2011-10-24 22:01:08
If your change was for Necros only I could support that. That would be cool to have those options. And maybe there is a way to make it work with the Mummies added in. I just don't like the idea of that replacing Undead.
Posted by Azure on 2011-10-24 23:07:41
Okay - more thought about the Necro lineup - I would start with the following (note: playing devil's advocate here some just to see what might happen) -

4 WWs (48 TV)
7 Zombies (28 TV)
3 RRs (21 TV)
- Total of 97 TV - so suitable for starting roster.

With 4 WWs, the big thing is the ability to build them different ways - some as hitters (roll doubles) - others as ball carriers.

If you have a wood elf roster and allow 4 wardancers...do you think that would be overpowered?

The FGs are expensive - and not sure if I would even bother with them. Probably pick up 4 wights instead unless I felt I really needed the ST 4. Wights are only 90k (50k more than zombies) for +2MA, +AG, block and S access. The wights would mostly just be for guard.

I am sure there are many ways to go here...but I see the 4 WW/7 zombie...and then morphing into adding some wights later would be extremely powerful.
Posted by Tomay on 2011-10-24 23:26:47
I think these rules are pretty silly for the most part and there will be huge balance issues. Plus you can never take undead away, take those other lame spin off teams, but leave the original undead, they have always rocked.

Skellies become viable with thick skull, i think it makes them good enough to stand as semi capable linos that stay on the pitch, especially with the boost thick skull got.
Posted by lizvis on 2011-10-24 23:26:54
rated a 1 for excessive derpyness
Posted by JigerJones on 2011-10-25 01:19:55
I already love using Necro just for the 2 WW's, if i could get 4 with 7 zombies like Azure mentioned, drools.......
Posted by the_cursed_one on 2011-10-25 07:38:56
hmm i want this khemri team, 4 blitz-ras and 4 thro-ras with 3 skellies for fodder, agile bone heaven :D
Posted by Ullakkomorko on 2011-10-25 08:27:49
Khemri certainly aren't tier 2. They're awesome right now. Just try them. With that setup anyone wanting to play Khemri competitively would take 3 blitz-ra's and 1 thro-ra.

And overall I don't think rostered bribes are a good idea. Anyone can still buy them with petty cash if they want to.
Posted by Overhamsteren on 2011-10-25 20:21:37
I think 2 werewolves, 3 wights, 7 zombies would be a much better starting roster than 4ww, 7 zombies. Just save up for wolves right away and when you get them the original wolves should have some block and stuff to better take care of themselves.

Just to make things more complicated maybe the extra positionals should be available at different team values, like 3rd wolf at 2000+TV and 4th wolf at 2300TV.

Could be used to give the 1800TV sweet spot teams a reason to go for higher team values.