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Balancing the Teams


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#1 arwaker

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Posted 04 April 2014 - 08:17 AM

Hi,

even if the teams are quite balanced, and luck is a larger factor than the team youre playing, there are some small tendencies. Dwarfs, Orcs and Vampires are known to be weaker than the other teams and Undead are a bit stronger. After a lot of matches, those differences came up in our gaming group.

 

What is your opinion about that, and how do you think one could balance the teams?

 

We had some discussions about this topic, and several different options came up. We tried some of them, and it felt better this way. But i still want to discuss with other people about that.

 

 

Dwarfs

We considered to give them one of two possible buffs. (maybe even both?).

The first is giving the Trollslayer an ability to create fans when he attacks (not necessary successful) a stronger enemy (STR4 or more).

The other option enables the Blocker to let himself fall down as reaction to an enemy pass action being announced, and negating all enemy passing actions this turn.

 

 

Vampires

Each created Blood-Token increases fans by one.

 

 

Orcs

A lot of different suggestions here, not really happy with any of them.

- Sprint for Thrower or for Blitzer

- +1 starpower for Linemen

- Second tackle for Troll or for Black'O'Blockers

 

 

Undead

- Remove one Tackle from Mummy

and/or

- Decrease starpower of Guhls by 1


Edited by arwaker, 04 April 2014 - 08:24 AM.

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#2 MyNeighbourTrololo

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Posted 04 April 2014 - 09:15 AM

The thing is you don't need to fix anything, but to adapt your gameplay depending on the team you're playing.


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#3 Indalecio

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Posted 04 April 2014 - 12:08 PM

The thing is you don't need to fix anything, but to adapt your gameplay depending on the team you're playing.

 

Very true.

This said, Dwarves and Vampires are totally unplayable regardless of how "adaptive" you are (not considering massive luck in the equation) and I think the idea of a house rule for these is not completely off the charts. Dwarves need sprint ability and Vampires need a way to generate more blood tokens.

I see no issues with Orcs, and although Undead are definitely in my top 3 best teams in this game, I don't see them as OP as some others here claim they are.



#4 Koma76

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Posted 03 June 2014 - 06:56 AM

I would play dwarves, doesn't matter the outcomes.


Edited by Koma76, 05 June 2014 - 07:35 AM.

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#5 Oakwolf

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Posted 09 June 2014 - 03:57 PM

So far here's what we're doing:

 

Undeads: we've found them head and shoulders above the competition. As my wife stated, she doesn't even have to think to win, even on her "first player" turn.

 

1 - Undead mummy gets 1 Tackle, not two.

2 - Ghouls get Sprint/Pass instead of both

 

Vampires:  The bloodlust counters mechanism fail to provide the team sufficient power to make it useful.

 

1 - They start with the Force of Will team upgrade.  A variant of this has them starting with Subliminal advertisement, in order to emulate their tabletop ability to break through cages with ease.

 

Dwarves:  Many threads say they are some of the hardest team to win with. We believe it's not the weakest team, but rather its lack of the sprint skill prevent it from recovering from a bad hand.

1 - They start with the Rigorous Training team upgrade. This makes their unique access to Guard far more desireable, and an actual reason to use it with the Blockers.

 

Dark Elves: We're at a loss here. Despite this team having the most time played in our group, it's performing poorly almost every time except on sheer stupid luck. The team suffers from having very low power value overall (only 4 players at *** ), almost forcing it to gamble the game on 1d blocks, which is further tempting luck to fail horribly.

 

Their downed skills should provide a relief, since they are going down often, but the loss in star power value is too great, they end up loosing the match ups. Facing any of the high tier teams make this flaw very obvious.

 

The witches and blitzers are fine, as are the linemen, so obviously the trouble is with Assassins or Runners. We've not been able to pin down a team upgrade or other modification that would make this team less of a pita to coach.


Edited by Oakwolf, 09 June 2014 - 04:00 PM.

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#6 Oakwolf

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Posted 20 July 2014 - 09:56 AM

Well just putting back some imput at our "mod".

 

Undead: balance with the mods as posted above seems to be good, the team still packs a nasty punch but is no more such a stinker to play against.

 

Vampires: we've changed our modification, the team upgrades were not enough.

-  Vampires now gain a blood token when they succeed a tackle.  It makes the team pretty solid, but not top tier, which is enough for us (it's vampires, after all)

 

Dwarves: solved with the Rigorous Training upgrade, they won a 3 player match yesterday. The upgrade didn't get used all that often, but the threat of a "sprinting" dwarven team is good enough to stop people from tackling the combo of a blocker/lineman.

 

Dark Elves: Ok this is going to be fun, we finally found something we like, but it's very dirty. We've pinpointed the issue with the team, which is assassins not being able to wedge an edge enough. We've given them a Tackle as a downed skill (after the Ball skill). Combined with dauntless, they really gain in value with this, because even stronger players don't want to down them, for fear of getting downed as well as a result, and giving them the ball too.  This also gives them more confidence in using dauntless and tackling big guys on their own turn, because if they fail and get downed themselves, they use their downed skills.  We're still testing this, but so far we've had fun with it, and the sneaky/dirty style makes it feel "Dark Elf' in every way.

 

Chaos: We're also testing a fun little bit with that teams. Chaos ain't that weak, but they are very random and out of control a little. Sometimes the player doesn't feel he's doing more than flipping random tokens. So we gave them a little help with the cheating game: Whenever they get ejected by the ref, they get to tackle with their downed power (usually 1/2) one last time before they go. While this works rarely (1 in 4), it may sometimes make up for the fact that they have low control on their game and this can be a little frustrating, plus it makes them more violent, which is in line with the team. That mod doesn't make them better in the food chain, but it does give them confidence to cheat all they can, rather than fear their own strenght will ruin their game.


Edited by Oakwolf, 20 July 2014 - 10:08 AM.


#7 klaymen_sk

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Posted 20 July 2014 - 12:10 PM

We've given them a Tackle as a downed skill (after the Ball skill). Combined with dauntless, they really gain in value with this, because even stronger players don't want to down them, for fear of getting downed as well as a result, and giving them the ball too.

 

Downed players lose their abilities, however, so Dauntless is useless in this case.


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#8 Oakwolf

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Posted 22 July 2014 - 02:40 PM

Thanks for the catch! mmm...brings us back to the drawing table. If that doesn't work...tweaking the assasins won't be easy. In the meanwhile, there's probably an upgrade that can give enough omph to get them in line (without changing the meta).

 

Sneering Assistant ain't that great (in fact it's a bummer to get that by turn 3), but as a "race skill" it could be fun. It has a "dark elf" feel to it as well, punishing failure with disdain.


Edited by Oakwolf, 22 July 2014 - 07:47 PM.





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