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Poll
Should Oozes be tested in the Stunty Leeg?
Yes, this is better
7%
 7%  [ 1 ]
Yes, but only after including my brilliant suggestion, which is...
0%
 0%  [ 0 ]
No, it's still a stupid idea
64%
 64%  [ 9 ]
I'd like to see some playtesting... in the Stunty Leeg
28%
 28%  [ 4 ]
I'd like to see some playtesting... but not in the Stunty Leeg
0%
 0%  [ 0 ]
Total Votes : 14


m0nty



Joined: Aug 02, 2003

Post   Posted: Aug 01, 2003 - 15:15 Reply with quote Back to top

After some constructive criticism, here is my revised proposal for an ooze race, specifically devised for the Stunty Leeg, taken from the Warhammer ooze descriptions.

Team Roster
0-12 Morphing Ooze 30000 Guard, Stunty 5 1 3 8 G
0-2 Dark Jelly 70000 Multiple Block, Tentacles 6 2 2 9 S
0-4 Small Skeleton 40000 Right Stuff, Stunty, Regenerate 7 2 2 6 G
0-1 Angler Ooze 110000 Hypnotic Gaze, Tentacles, Throw Team Mate, Always Hungry, Take Root, Big Guy 5 4 3 8 G S

Team Rerolls: 70000 each

Team Notes
- The Small Skeletons are weaker than normal Skeletons and have a lower AV, to reflect their origins. They are the skeletons of dead stunty humanoids (halflings, gnomes, goblins, etc) brought back to life via arcane magical means, and the acid of the oozes' bodies have weakened their brittle bones. The necromantic magic which raised them from the dead allows them move faster than normal skeletons, but despite the best efforts of the Old Oozes behind the ooze Blood Bowl teams, they retain the poor agility of their larger cousins. (Alternative names: Skeletal Stunty, Skeletal Runt.)
- Dark Jellies are the grunts of the team. They are able to extend parts of themselves like tentacles to trip up opponents, and their bodies can stretch far enough to block several opponents at once.
- Morphing Oozes have Guard because when they block together they temporarily form a single Giant Ooze, as per the description in the Warhammer ooze link above.
- The Angler Oozes which play in Blood Bowl teams are specially trained to throw their skeleton team mates, although they have to resist the temptation to satisfy their acidic appetite. In normal Warhammer dungeons, Angler Oozes dazzle adventurers with a bright inner light, which in Blood Bowl terms equates to the Hypnotic Gaze skill.
- When an ooze player kills an opponent with the Stunty Skill, the ooze burns away the flesh of the victim and the coach raises the Small Skeleton to join the ooze team, just like Necromancers can raise victims as zombies. For the sake of not changing the Java client, this would also apply even if it is only a Small Skeleton making the kill.
- AFAIK, this team would not require any changes in the Java client, although it would be nice if the text generated on a failure of the Take Root skill could say "dungeon" instead of "forest" in the case of the Angler Ooze. I would still like to see oozes be immune to niggling injuries, due to the absurdity of a pool of red goo getting a smashed knee, but I realise that may not be feasible.

The Ooze Playing Style
Oozes work well in close proximity to each other, where the Guard skill of the Morphing Ooze can come into play several times in a turn per ooze. Dark Jellies putting on multiple blocks with the assistance of several Morphing Oozes can be quite powerful, even mixing it one-on-one with opposing Big Guys. Once the ball is spilled and the offensive line breaks up, however, they have big problems. They are not good on the turnover unless they have lots of numbers swarmed around the ball. The low AG of the Small Skeleton receivers is also a worry, although they would probably go for Sure Hands as their first skill to offset this. The way to play as an ooze team on offence would be to form a tight wall of morphers around the ball carrier and frogmarch down the field en masse to a point where the angler can roll something gettable to land a skelly in the end zone, using his Hypno skill to dazzle a would-be interceptor. The best countering tactic would be to pick off individual morphers over the course of the game.

Similarly, in defence oozes stack up quite well in the middle, but on the flanks they could quickly leave gaping holes open in the line as they get picked off by blitzers. They would find it hard to exploit fumbles, as even if a skelly or morpher picked the ball up, the team would find it hard to form a workable defensive perimeter without normal access to Dodge. The best bet for the oozes would be to swarm the ball carrier with morphers, blitz with a Dark Jelly, then use one of the AG3 oozes to pick up the ball and join his mates in turtling down the pitch, with the Angler and Dark Jellies running interference. Again, the best way to combat this is take away the oozes' numbers, one at a time.
Mr-Klipp



Joined: Aug 02, 2003

Post   Posted: Aug 02, 2003 - 01:13 Reply with quote Back to top

First, a stunty team needs very little access to general skills. Most of the teams in stunty have access to general skills on no more than 3 players. One big reason for this is that a team of block/tackle stunties would eat the other stunties alive. Second, the player killing would need to be implemented like Infect. The necromantic raising is instant, always raises a standard zombie, and I belive is hard coded only to the teams that are supposed to have it. As for the injuries, again, nobody is going to recode the injury system to support one team.
Also, something to note, hypnotized players can still intercept.

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