Posted by Dominik on 2014-11-16 19:47:49
Tomb Guardians: No decay
Posted by Lorebass on 2014-11-16 19:50:33
Killstack players: Get decay
Posted by Madmin on 2014-11-16 19:54:24
heh, why am i not surprised Decay on TG's was the very first thing :) I'm just not really a fan of decay on anyone at all :P
Posted by Malmir on 2014-11-16 20:01:09
Chaos Warrior: minus one movement. Chaos are just a little bit too good and whilst I'd much rather the obvious was sorted, as a minor tweak it could balance it nicely.
Posted by Wizfall on 2014-11-16 20:01:48
Got no problem with decay on TG, would be too easy to develop a too powerful core of multiple "double skills" TG otherwise, especially on Fumbbl IMO.
Dark elf assassin on the other hand are a joke, the worst positional of BB.
Not that DE need them but such a waste because they are so cool, unique to DE and great for the fluff.
Posted by Chainsaw on 2014-11-16 20:12:34
If TGs were immune to claw, decay wouldn't be as much of an issue.
Posted by the_cursed_one on 2014-11-16 20:12:58
Decay removal on tomb guardians, mummies where dangerous sure, but the team cant ball so tis balanced
Posted by Madmin on 2014-11-16 20:13:09
so would you change them in some way or just take them off the DE roster without adding a replacement? maybe an "assassin" would be more fouling-based? I've also always thought that not enough pieces have stab- I wouldn't want too many more, but it seems weird that only DE can have it without inducements.
Posted by JimmyFantastic on 2014-11-16 20:15:48
Human Catcher 0-2, AG4, remove catch.
Posted by member1234 on 2014-11-16 20:27:14
Drofs, Zons, TGs, WDs, Snotlings, Assassins... too many..
Probably ST3, 0-2 Human catchers.
Posted by Wizfall on 2014-11-16 20:28:03
DE assassin 7/3/4/7 Stab, Shadowing, Dodge 110k
Very good fluff wise IMO (assassins make me think fast and agile), shadowing gets some more use and add another option to the roster (+mobility).
Still not really worth it IMO (i would rather have a blodger 6/3/4/8 lineman for the same price) but DE are powerful enough so it should just be an "ok" sub optimal build.
Posted by Calcium on 2014-11-16 20:28:07
Tomb Guardians NO DECAY
Posted by cdassak on 2014-11-16 20:29:55
Slann Blitzers to start with block
Posted by badger89 on 2014-11-16 20:32:24
Tomb Guardians NO DECAY, but less of them max 2.
Posted by akaRenton on 2014-11-16 20:35:15
TG no decay
Posted by WoodPusher on 2014-11-16 20:36:47
move the DE assassin to a different team, with appropriate stat changes etc. maybe make him a 0-1 7337 shadowing, stab, animosity GA access player on Underworld.
Posted by Wizfall on 2014-11-16 20:42:09
Orc thrower AV9 same price
Orc blitzer +10k
Skink -10k
Saurus +10k
Posted by huff on 2014-11-16 20:47:12
There's a couple of players. (No adjustments for price provided).
High Elf: Give them back their positional 'warrior' names.
BoNurgle: Normal Mutation Access
Longboards: Lose tackle, blitzers gain it.
Human Catcher: St3 (@jimmy- Human types don't get 4ag/4ST, gotta keep with the fluff even with regards to balance)
TGs: Couple changes, including lose decay and gain BT or Grab.
Thralls: Gain Thick Skull
Gobbo Troll: Lose Loner
Troll Slayer: Lose block, get juggs.
Thro & Blitz Ra: Gain Thick Skull.
Human & Orc Blitzers: Make them the same price.
It's already long enough.
Posted by huff on 2014-11-16 20:50:28
Slann Blitzer ('Marker' may be more appropriate): Make them cheaper
Posted by WoodPusher on 2014-11-16 20:54:27
I dunno know if I wanna see the juggs on a troll slayer
Posted by PaddyMick on 2014-11-16 21:08:49
Make snotlings into gobbos
Posted by scipio_uranus on 2014-11-16 21:23:55
Chaos Warrior:
5439 Block 120K
(Stat-wise the same as the ones we have now, just add Block and up the price by 20K. So Chaos would finally have some starting skill, albeit at a price. At the same time, that would make the Warriors start out as "OP" as they are fluff-wise. And it'd free up a skill slot to make them mutate in maybe some more enertaining ways than the already ubiquitous CPOMB kill-stack. Though one could argue that the kill stacks would stay the same, just add Tentacles or Prehensile Tail or Foul Appearance to the load... :/)
Posted by JimmyFantastic on 2014-11-16 21:39:21
The fluff is arbitrary for 3rd ed. Humans got s4 and ag4 in 2nd ed.
Posted by keggiemckill on 2014-11-16 22:11:26
Ag 4 Slann Blitzer.
I like the thought of removing Tackle on all dwarf linemen and giving Dwarf Blitzer Tackle.
Posted by Jeffro on 2014-11-17 02:08:19
Khemri and Ogres were both needlessly nerfed. No decay on TG's and goblins back on ogre teams.
Posted by drunkagent on 2014-11-17 09:48:07
Human Blitzer ma7 st4 ag4 av8 and no decay on TG's.
Posted by the_Sage on 2014-11-17 11:26:51
gobbo troll: lose loner would be very high on my list, actually.
Posted by Calcium on 2014-11-17 12:47:23
Some nice suggestions form Huff in this post
Posted by Nightbird on 2014-11-17 13:57:59
Just a few off top of my head.
Ogre teams gain halflings & lose snots. Fits fluff better.
human catchers ST3.
undead mummies gain G access.
Posted by T3mpano on 2014-11-17 14:26:00
Wood elf catcher, remove sprint and get MA9.
Wait a minute... ;)
Posted by Beerox on 2014-11-17 17:42:41
Well... considering the fact that Decay and Regeneration on the same player is the silliest duality imaginable...
Remove Decay from TGs
Posted by Valen on 2014-11-17 18:25:58
Have we really got this far without anyone mentioning that little fecker the wardancer. Remove block
Posted by Jopotzuki on 2014-11-17 19:06:25
I don't think that wardancers should be changed at all. Remowing block from them would make the team worst of the elf teams.
Posted by the_Sage on 2014-11-17 20:48:32
wardancer: replace block with wrestle.
(especially with better fouling!)
Posted by Relezite on 2014-11-17 23:36:34
High Elf Blitzer +AV +10k