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mrpink3

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  1. Garthnait said: I'd also like to see, that they put more Teams in a conference. So the Slann can be placed in this conference too later. The DSS then get the missing Khemri Team. OWA get the Pro Elfs and CWC get Chaos Dwarfs. So this would be a conference expansion. This…. A conference expansion is a great idea. I'd like to see Goblins in place of Chaos Dwarves however Don't mind what the other two would be, maybe an Ogre team?
  2. Interesting read. Well put together with some good thoughts too. I think a major aspect which is alwasy hard to calculate(mainly because it depends a lot on individual skill, as well as the gaming group in question), is the number of players playing, and the table talk aspects of the different teams. I pretty much exclusively play 4 player games, and comapred with a couple 2 player games i've played, i can definately say, that 4 player games have a MUCH more even playign field, and there is a LOT more depth for table talk and strategy in bigger games. I'm a BIG table talker. I focus extensively on making other players play how i want them to play. There are definatly teams that allow you to to do this better then others, but it does rely on the the players ability to get the most out of that usage. I agree it's something that's so hard to assess it's probably not worth it, but that DOES change the effectiveness of certain teams, and can allow you to get more out of your team then it seemingly there. That being said, and whilst for the most part i agree with your tier list(more or less - only just go the expansion!), what i definately feel is the case in this game, is that player skill (and some luck) almost always win games, rather then team choice. However, certain teams are straight up easier to play (or more straight forward - eg, Humans), and others are tougher or more "strategic"(for me, that means more fun, eg, Vamps).
  3. there's always hope… and in the meantime there's creativity honestly, i'd be bewildered if they didn't release any expansions ever… but it has been 12 months.
  4. played a 4 player game with Dwarves, Skaven, Wood Elves on the weekend. The game ended in the closest game i've played. 5 points separated all 4 players. I ended up in equal second 1 fan behind first(we play Salary Cap rules FYI, and also played Abbreviated Season). I feel like i could've won if i'd played a little more strategically instead of tehmatically (i did also get two Hired Wizards, and an option of a second Apothicary which i passed up for fairness' sake). Overall it didn't seem SUPER balanced, but i feel part of that was due to the other players not really knowing how to play against the Goblins, being INCREDIBLY lucky with the cheat tokens (i won a highlight with 3 goblins cause i got a +1, +2, and +3 boost), and my two starting star players were Grashnak Blackhoof, and Headsplitter… that gave my starting team 5 guys with 4SP or more. Firstly the Team Upgrades: I only saw Secret Weapon on the final turn, so never got to use it, however i dont' think it would hvae made HEAPS of difference, as the way the game turned out i oftenm didn't have a sectre wepoan in teh discard pile to put on top of my deck - so whether that's balanced or useless, i'm not sure. More testing required here. Everyone Loves a Cheat - used this a few times, but didn't make a big difference - it plays fine. Bribe: i didn't get to use, but it's similar to the Skaven team upgrade so i assume it's balanced. Dirt Player - Was ok, although i feel like a restriction on the tackle - being that you can only tackle downed players(with the intent to injure them) would be better since it combines two staff upgrades in it's current form, i think it's a little good. Between da Legs! : this felt really over powered, and maybe it should be restricted to ONLY Goblins not all stunty players - however, it didn't really make much of a difference to the highlights… but it just seemed like once you got this, there were too many times where you simply 'got the ball for doing nothing'. That being said, it's not as good as the staff upgrade that gives you 'Passing', so it still SEEMS ok in theory - more testing needed on this. Now the players: Fanatic: he's great, i played him twice, and he hit 2/3 times on both occasions. He also got knocked down and injured on both occasions… so he seemed ok. Never seemed too game breaking - i'm tempted to reduce tackles to 2 from 3. Trolls: These guys were quite balanced i feel. Didn't get to use Throw team mate very often, but it seemed reasonable(especially since you lose Star Power and a Cheat token at that highlight when doing so - it made the ability quite strategic). Really Stupid went off once, didn't really affect the game much, but i like it there. Bombadier: Wow. I played him once where he got a +0, +2, and +3. Love the randomness, but he seemed TOO good… But lots of luck there, and i believe it's around a 50% chance to hit an Ejection token, so it seems balanced even if a little luck reliant. Pogoer seemed fine. Looney: felt like he could swing the game a little too much. that 50% to not only down but INJURE a player, and it could be a big guy seemed REALLY good. Even if he didn't always do it. Maybe instead of injure, it should be down. That being said, he only contributes 1SP to the matchup. Goblins: seemed ok if very unassuming. I won a number of matchups due to the cheat tokens on Goblins… and people often didn't tackle them due to dodge, or the assumption that they are crap. That may change in the future - but i feel the cheat tokens make them really good. Maybe removing them is more balanced. So… that was my experience with them. In conclusion they were fun, but i feel that playing the Abbreviated Season and scoring some GREAT star players (as well as starting with a Hired Wizard) may have made them more powerful then they in-fact are… Card images linked http://i49.tinypic.com/2w5vrle.jpg http://i48.tinypic.com/6sf9mx.jpg ps. images were made in MSPaint, as i don't have access to Photoshop at the moment…
  5. Thanks for the feedback so far everyone. phelanward, i REALLY like where you're coming from. I took a lot of what you said under my wing, and implemented it. I've removed Dirty Player from Pogoer and made him Pass, Pass. I like that idea thematically as well. I agree with your thoughts on adding Cheat to the Trolls, to add a bit of unreliability (sometimes SP 5 or 6, sometimes ejected, or nothing) - getting "ejected" works thematically with me as well in terms of the TT rule for "Really Stupid". He doesn't get ejected per say, but he just stands around doing nothing. However, i'm not sure how the Trolls end up with the ball? They have no natural or team upgrade that gives them pass? I also liked your idea for the Team Upgrade "between da legs" and ran with it, although i've slightly changed it. I don't think it's too good, since Goblins suck something awful, and it's only available if you have a Goblin in hand and the ball at Midfield(i'll post it below). I liked where you went with the Bombardier… he too bugged me as not great, and I wasn't sure how represent his unpredictability, while still making him either really cool, or really crap. So i removed his bomb throwing ability and gave him 3 Cheat tokens. While he may not have a "Bomb" throw anymore, i feel this represents him better in this game. Sometimes he'll be 3 or 4 SP, other times, ejected. I wasn't too keen on giving other players cheat tokens, since more often then not it's beneficial rather then detramental… However, having too many of them turns the odds a little bit. I've made up some mock cards for all of these which i'd love to post. If someone has a good site i can use to upload them easily it'd be appreciated. For those that are interested, i'll be play testing this tomorrow in a few 4 player games. The goals i've had with this team are as follows: -This team has to be FUN. Goblins are not played purely to win, but to be thematic and have fun. -They have to rely on a little bit of luck(or a lot) to win - dice rolls and cheat tokens increase this factor. -The should be fun to play against, not frustrating - cheat tokens add unpredictability and can make or break a highlight win. Anything with power needs a drawback. Having 6 goblins(more "linemen" then any other teams) limits the power of teh Trolls, espeically when the Trolls need Standing Goblins to Shine. I'll post the results of the session over the weekend. The changed cards i've listed below. Troll SP – 4 Downed – 2 Action: Tackle, Cheat Really Stupid – Response If no other players in this match up, roll one dice, if it’s now a Tackle symbol, you cannot complete your actions. Throw Team-Mate – Response When Troll comes into play, you may down a Goblin at this highlight in order gain a Tackle. You may only do this once. Bombardier SP – 1 Downed – 0 Action: Cheat, Cheat Cheat Stunty – Response: When Bombardier is downed, roll a dice, if you roll anything other than a Tackle symbol send Bombardier to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target Bombardier. Pogoer SP – 1 Downed – 0 Action: Pass, Pass Stunty – Response: When Pogoer is downed, roll a dice, if you roll a Tackle symbol send Pogoer to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target Pogoer. Team Upgrades (Removed "What's da ball for neway?") Between da Legs! If the ball is at midfield, all players with Stunty, played at that Highlight gain Passing.
  6. Hannibal_pjv said: Too much sprint means weak Goblina are not going be in the playin field… ever… They just got cycled to the discard pile every time! Theam upgrades can give some secret weapons and allso fans when using those "weapons" It would balance somewhat weak players! This is why i didn't want to use the Sprint ability much… that and the fact that thematically, the Goblin team is NOT fast. Also, i liked the extra tackle ability on the Troll because that's pretty much the only Tackler on the team, and you down(and potentially injure) a Goblin as well. I was thikning to avoid the passing game, because, again, Goblins tend not to play the ball, so to stick with the theme of the card game(being a highlight) there wouldn't be too many highlights of the Goblins playing a passing game. I'm REALLY liking the idea of Secret Weapons being Team Upgrades… however, until you get those upgrades you're looking at a seriously weak team… I'd leave the pogoer in the deck, since he's not considered a Secret Weapon. But the Bombardier and Looney i think that's a great idea. I do however think that Every Goblin team plays with a Fanatic all the time. But i'm also torn, because teh thing with Secret Weapon players, is that they are part of the roster, and one of the MAIN draws of playing Goblins. Halflings play quite differently, beingable to rely upon their treemen, and being FAR more capable of being thrown, and of course they get Halfling Chef (i don't know HOW to add Halflings, and keep them interesting - with only two player types….) For future teams, i feel like teams like Vampires and Halflings just won't be that much fun, if there's only two player types you can use(Vamps MAYBE you can add the Count). Anyway, what i came up with last week(haven't got a chance to test yet, but will be playing a 4 player game in 2 weeks and will try it then) is the following. Blood Bowl Team Manager - Goblins Troll x 2 SP – 4 Downed – 2 Action: Tackle Really Stupid – Response If no other players in this match up, roll one dice, if it’s a *Tackle* symbol, you cannot complete your actions. Throw Team-Mate – Response When Troll comes into play, you may down a Goblin at this highlight in order gain a *Tackle*. You may only do this once. Bombardier SP – 1 Downed – 0 Action: Cheat, Tackle Stunty – Response: When Bombardier is downed, roll a dice, if you roll anything other than a *Tackle* symbol send Bombardier to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target Bombardier. Throw da Bom! – Response: When Bombardier Tackles a player, you may roll a single die and apply the following result to that player: Tackle : Downed. Blank: Nothing Happens. Cross: Bombardier is Downed. Looney SP – 1 Downed – 0 Action: Cheat, Tackle Stunty – Response: When Looney is downed, roll a dice, if you roll anything other than a *Tackle* symbol send Looney to the discard pile as an injured player. Chaynsaw! – Response: When Looney Tackles a player, instead roll a single die and apply the following result to that player: Tackle : The target is Injured. Blank: Nothing Happens. Cross: Looney is Injured. Pogoer SP – 1 Downed – 0 Action: Tackle, Cheat, Sprint Stunty – Response: When Pogoer is downed, roll a dice, if you roll a *Tackle* symbol send Pogoer to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target Pogoer. Dirty Player – Response: When Pogoer Injures a player, place a *Cheat* token on Pogoer. Fanatic SP – 5 Downed – 0 Action: Cheat, Tackle, Tackle, Tackle Ball & Chain – Response: When Fanatic is downed he is immediately injured. Round an’ Round we go! – Response: When the Fanatic declares a Tackle attempt Roll a die, if you roll a *Tackle* symbol, continue with the Tackle. If you roll any other Symbol he misses his target. Goblin x 6 SP – 1 Downed – 0 Action: Cheat Stunty – Response: When this Goblin is downed, roll a dice, if you roll a *Tackle* symbol send Goblin to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target this Goblin. Team Upgrades Bribe Response Scoreboard Phase: If you reveal a referee ejection symbol, you may exhaust Bribe to replace it with another Cheat token. Secret Weapons Response Maintenance Phase: You may place one of the following players from your discard pile on top of your deck prior to drawing your hand: Looney, Bombardier, Fanatic. Dirty Player Response Matchup Phase: Exhaust Dirty Player to give one of your players: Tackle and Cheat. Everyone Loves a Cheat Gain 1 Fan every time you Injure an opponent’s player. What’s da Ball for neway? Gain 2 Fans every time you win a Highlight, where the opponent controls the Ball.
  7. thanks for the suggestions. Keep in mind, i'm not wanting to add any Star Players at this point, as that requires sleeving up the entire star player deck, and i can't be bothered. Which means Secret Weapon players have to remain in the deck in order to use them… I agree, that all otehr races have very basic standard guys, however, The Goblin Team has 6 Starting Vanila Goblins, and the secret weapon Goblins are anything but reliable… I was trying to play into the fact that the team RELIES on their Secret Weapon players and Trolls (much like in the actual game) and cheating to have any chance. I feel that the balancing act comes in where you can't make their potential be TOO good, however, if you're unlucky with the Fanatic or Looney, you really aren't getting anything, and they are you're most effective tacklers, yet 50% of the time the looney misses, and the Fanatic should only hit 1.5 times. I do like your ideas about the Upgrades, although i feel given the absolute reliance on Special Weapons that Goblins have, i do prefer my iteration, on that you guarantee a Special Weapon, as opposed to a Troll or something else possibly… I'll make some changes today and update.
  8. Just to start off some interest, i drew this up today as a starting point for a Goblins team… I don't have ANY idea how balanced they'll be (i suspect not very, but not in their favour). I think they'd be the kind of team you'd consider playing in a 3-4 player game, but not a 2 player game :S But hey, Goblins are for fun, not winning…. Anyway, would love to get some thought on the following idea for a team, and their team upgrades - i wouldn't bother with Star Players, since then you'd have to sleeve up the entire deck, instead of just these cards… Plus, there's already a star Player Troll, and Goblin (One Eye). The team revolves around Cheats(obviously) and relies upon good cheat tokens to win match ups, as well as utilizing the Trolls and Secret Weapon players to maximum effect. However, winning is almost always down to luck (and i think that's how it should be). They have some real high Star Power players with 2 Trolls, and the Fanatic, however, everyone else is weak, except the Looney, and Bombardier who obviously use their weapons instead of regular tackles - although they aren't exactly consistent… Team Goblins Troll x 2 SP – 4 Downed – 2 Action: Tackle Really Stupid – Response If no other players in this match up, roll one dice, if it’s now a *Tackle* symbol, you cannot complete your actions. Throw Team-Mate – Response When Troll comes into play, you may down a Goblin at this highlight in order gain a *Tackle*. You may only do this once. Bombardier SP – 1 Downed – 0 Action: Cheat, Tackle Stunty – Response: When Bombardier is downed, roll a dice, if you roll anything other than a Tackle symbol send Bombardier to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target this Goblin. Throw da Bom! – Response: When Bombardier Tackles a player, you may choose to instead roll a single die and apply the following result to that player: Tackle - Downed. Blank - Target Missed, Nothing Happens. Cross - Bombardier is Injured. Looney SP – 1 Downed – 0 Action: Cheat, Tackle Stunty – Response: When Looney is downed, roll a dice, if you roll anything other than a Tackle symbol send Looney to the discard pile as an injured player. Chainsaw! – Response: When Looney Tackles a player, instead roll a single die and apply the following result to that player: Tackle : The target is Injured immediately. Blank: Nothing Happens. Cross: Looney is Injured immediately. Pogoer SP – 1 Downed – 0 Action: Cheat, Tackle, Pass Stunty – Response: When Pogoer is downed, roll a dice, if you roll a Tackle symbol send Pogoer to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target this Goblin. Dirty Player – Response: When Pogoer Injures a player, place a cheat token on Pogoer. Fanatic SP – 5 Downed – 0 Action: Cheat, Tackle, Tackle, Tackle Ball & Chain – Response: When Fanatic is downed he is immediately injured. Round an’ Round we go! – Response: When the Fanatic declares a Tackle attempt Roll a die, if you roll a Tackle symbol, continue with the Tackle. If you roll any other Symbol he misses his target. Goblin x 6 SP – 1 Downed – 0 Action: Cheat Stunty – Response: When this Goblin is downed, roll a dice, if you roll a Tackle symbol send Goblin to the discard pile as an injured player. Dodge – Response: You may force your opponent to re-roll their tackle dice once, if they target this Goblin. Team Upgrades Referee Bribes Response Scoreboard Phase: For each referee ejection symbol revealed, flip a coin. If heads is shown, ignore it. If tails, the player is ejected. Secret Weapons Response Maintenance Phase: You may place one of the following players from your discard pile on top of your deck prior to drawing your hand: Looney, Pogoer, Bombadier, Fanatic. Dirty Player Response: Once per turn you may give one of your Goblins *Tackle*. They may only Tackle a player that is downed, but gain +1 SP for each other Team Member in this Highlight. Everyone Loves a Cheat Gain 2 *Fans* every time you Injure an opponent’s player. What’s da Ball for neway? Gain 2 *Fans* every time you win a Highlight, where the opponent controls the Ball. Would love some feed back in regards to this, and any suggestions… Might even get FFG interested if we're lucky The other teams i'm most interested in are Vampires, Norse, Halflings (thought i'm at a loss to work them out), Dark Elves. I find the unusual teams more interesting then some of the others, but there are some teams that would fit into the card game better then others, and i fear i'm starting out with the harder ones… However, some encouragement and thoughts would be much appreciated
  9. it's definately a lot of fun… the easiest way to learn is to play, and iv'e got my little gaming group (my wife, her friend, and boyfriend) really into it, and they've never heard of Blood Bowl before…
  10. Does anyone have a link to any good Un-official Team expansions? I'm dieing to design a Goblin team… i'm lacking photoshop or any other decent software so it's hard to do so myself, but if there are people interested, i'll share my ideas, and we can possibly produce some basic rules and players/star players to add… Is there much interest for un-official team expansions?
  11. Shreiner said: I was talking to some of the Fantasy Flight employees at Gen Con this last year when I was demoing the game. They removed both the Skavens and the Wood Elves from the demonstration. They mentioned that all the teams were balanced when playing a regular length game as described in the rules of play. When playing a shorter game (as we did at Gen Con), the Skavens had a slight advantage (only winning 10-15% more), while the Wood Elves were weaker. They mentioned the reverse was true when playing longer games. it's funny, i played my wife after reading this in the forums, she chose Wood Elves, and I picked Skaven. Her first game ever(and mine, but i'm a rules *****, and i do my research before ever playing games), and she kicked my ass… Not sure why Wood Elves are considered weak in 2 player, i think they seem quite strong…. However, Humans i feel are particularly strong in their all-roundedness… Yes, their blitzers are amazing, but the fact that they usually have a player in hand that can do what needs to be done to get or keep the upper hand is really strong. I've struggled the most with Dwarves, although that being said i won my first 4 player game as Dwarves, but i was behind up until the last turn, and a few end game fan points just pushed me over the line (we were playing WITH Salary Caps). All that said and done though, i really am impressed with generally speaking, how well rounded everyone is. No matte what race I am, and what race ui'm up against, there's always something to be aware/afraid of, or a card you hope they don't have. Even though i've only recently got this game, i'm dieing for an expansion!
  12. BigBadBroloski said: That handicap is mitigated by the best choice of rewards he will surely take. The first player will get star player and the last player will probably get a fan. However, I agree that the first player is somewhat handicapped, but hey… Someone has to go first after all Just got Team Manager, and have played about 4 games so far (3x 2 player, and 1x 4 player). Wow, it's a great game… I have to say, as much of a disadvantage as it CAN be to go first when it comes to everyone playing their final cards, i feel it's almost mitigated by the fact that you get first choice on the Highlight reel. In larger games, even your second turn often nets another good highlight reel option too! Thing is, if you go last, you HAVE to really make the fact that you get the last play count, because you WON'T be getting the best highlight reel choices, therefore you really have to make those last player choices matter a LOT.
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