Mr-Klipp
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:25 |
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The other list posted is getting away from the proper feel of a night goblin team in my opinion, so I'm posting the alternate list I am thinking about implementing.
Night Goblin Squig Herders
0-16 Squig Herders 6 2 3 7 Stunty, right stuff, dodge, thrall (A) 40,000
0-4 Squigs 6 4 4 7 OFAB, Pogo, RSF, No Hands, Really Stupid (G, A) 70,000
0-2 Squig Hoppers 6 4 4 7 OFAB, Pogo, RSF, Bonehead (G, A) 90,000
70k Rerolls
The high number of high str players and general skill access might seem like a lot, but when you consider the penalty rolls and negatraits it should balance out to a fun and unpredictable team without neing over the top. |
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The Finishing Touch
Last edited by Mr-Klipp on %b %28, %2003 - %05:%Nov; edited 1 time in total |
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Michael_Warblade
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:29 |
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Having Ofab and Really stupid is probably not a good idea (you will get turnovers on around 50% of failed ofabs unless you have a lot of rerolls and lots of Pro eg fail ofab fail RS your turn over) |
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vigil
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:30 |
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Very nice icons.
But assuming that you allow conversation in this thread, this seems to fall under the same problem in that it offers 6 big guys (albeit all with penalty rates and 2 negatraits) with what is reasonably high MA, high strength and high armour for stunty linemen.
Even the snotlings only get 7 big guys (4 with penalty rolls, 3 with negatraits) and their basic stat is -2/-1/-/-2 of your lineman.
So I'd be worried that balance is an issue. Maybe if you replaced squig hoppers with something less vicious or reduced squigs to 0-2? |
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Mr-Klipp
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:33 |
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vigil wrote: | Very nice icons. |
Not mine, I got them from the same place Skijunkie got the original icons for the game.
vigil wrote: |
But assuming that you allow conversation in this thread, this seems to fall under the same problem in that it offers 6 big guys (albeit all with penalty rates and 2 negatraits) with what is reasonably high MA, high strength and high armour for stunty linemen. |
The way I look at it, those players are making up for both the lack of real big guys and the lack of the TTM game. With the negatraits and penalty rolls I really don't see the squigs being better than the normal 2 big guys over the course of the game, and enemy big guys can still take them out easily. |
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The Finishing Touch |
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Michael_Warblade
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:34 |
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because a failed bonehead or Really Stupid means you cant move to get to the thralls in the first place you would have to escort them with thralls |
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Mr-Klipp
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:40 |
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Michael_Warblade wrote: | because a failed bonehead or Really Stupid means you cant move to get to the thralls in the first place you would have to escort them with thralls |
The client checks for really stupid before OFAB, so you wouldn't have that problem. |
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The Finishing Touch |
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Michael_Warblade
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:42 |
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Ah okay then I have no other problems with the roster in fact apart from that possible turnover problem (which apparently doesnt exist) its a very good team |
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Twahn
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 05:46 |
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Klipp's too fast on the editing for you there Warblade!
Or maybe not, I'm getting confused.
I kind of liked the old ones... especially the Netters with Tentacles (that were removed anyway...)
Your Squig Hoppers will need to get their AG taken down as they are the ultimate ball handlers at the moment (which is, I'm sure, not your intention). Perhaps they'll need Break Tackle to reflect their dodginess? |
Last edited by Twahn on %b %28, %2003 - %06:%Nov; edited 1 time in total |
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Mr-Klipp
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 06:00 |
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Twahn wrote: | Your Squig Hoppers will need to get their AG taken down as they are the ultimate ball handlers at the moment (which is, I'm sure, not your intention). Perhaps they'll need Break Tackle to reflect their dodginess? |
I actually think they will work well, particularly since the team loses the TTM game. With them being a 0-2 choice and having a penalty roll, you should generally only have an average of one per half, and with the bonehead and OFAB I think they are very reasonable, not to mention still an easy target for enemy big guys. |
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The Finishing Touch |
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cataphract
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 06:01 |
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Quote: |
The other list posted is getting away from the proper feel of a night goblin team in my opinion
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I think, to be in the night goblin feel the team needs fanatics...
granted the doom diver doesn't fit the NG fluff but i prefer the other list posted, Squigs AND fanatics are what night goblins need |
_________________ "the eunuch should not take pride in its chastity" |
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Twahn
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 06:13 |
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Mr-Klipp wrote: | I actually think they will work well, particularly since the team loses the TTM game. With them being a 0-2 choice and having a penalty roll, you should generally only have an average of one per half, and with the bonehead and OFAB I think they are very reasonable, not to mention still an easy target for enemy big guys. |
Not saying that they'll be overpowered and I understand that with a Gob on top, they are able to handle the ball. However, should a Gob on the back of a wildly boucing squig be better able to handle the ball than your average Gob? I can't see why?
cataphract wrote: | I think, to be in the night goblin feel the team needs fanatics... |
Night Goblins without Fanatics? But... they're Night Goblins!! They invented Fanatics! |
Last edited by Twahn on %b %28, %2003 - %06:%Nov; edited 1 time in total |
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EvolveToAnarchism
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 06:21 |
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A good old fashion Strengths and Weaknesses should be presented for this team.
Strengths: Lots of ST 4 (6 Squig/Hoppers), Mobile (4 Pogos), High AG (2 AG4 Ball Handlers)
Weaknesses: Unreliable (25% chance of moving a squig with a herder nearby), Penalty Rolls (1 in 6 chance of ejecting Squigs/Hoppers per drive), Player Turnover (OFAB and Penalty Rolls), No ST5 Players |
_________________ Ignorance is Strength quis custodiet ipsos custodes As Always, Evolve To Anarchism |
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Mr-Klipp
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 06:23 |
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Twahn wrote: |
Not saying that they'll be overpowered and I understand that with a Gob on top, they are able to handle the ball. However, should a Gob on the back of a wildly boucing squig be better able to handle the ball than your average Gob? I can't see why? |
I understand what you are saying, if I could make it use ag4 for the squgs rolls and ag3 for the gobbos that would be great, but as it we have to do the best to represent what we want in the rules available. |
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The Finishing Touch |
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Twahn
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 06:30 |
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Mr-Klipp wrote: | I understand what you are saying, if I could make it use ag4 for the squgs rolls and ag3 for the gobbos that would be great, but as it we have to do the best to represent what we want in the rules available. |
ST 4 AG 3 w/ Break Tackle is a better compromise I feel. Sure they only get limited dodginess but maybe it ain't so easy to keep up the dodges with that damnable Gobbo riding you... |
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cataphract
Joined: Aug 02, 2003
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  Posted:
Nov 28, 2003 - 06:35 |
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you're also giving 2 AG 4, Str 4 that can move 10 squares! I now OFAB and Bonehead, but the can use re-rolls! |
_________________ "the eunuch should not take pride in its chastity" |
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