Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by arwaker

  1. Even if not considering Dwarfs, one can recognize that for example Vampire are significantly weaker than Undead.
  2. As most people agree that the teams are badly balanced, i've tested several different approaches to even them up. Yesterday i had a new idea, that does not need changes in existing cards. Every team starts with one starplayer of their own race. As the specific stars have very diffenrent values, one can even up the teams by wisely choosing this start-star-player. For Example: Dwarfs (a weak team) start with the Deathroller (a very strong star player) Undead (a strong team) starts with Hack'En Lash (one of the weaker star players) The difficulty now is to find the perfect star for each team. What do you think about it and what star players would you recommend?
  3. A house rule we use for dwarfs since a while we are quite cofident with: Everytime a Trollslayer tackles another playercard with higher STR (independet of the result), the dwarf player gets 2 fans.
  4. There are no "opposing" teams in a tournament. Everybody can beat down everybody. All teams are "in the same game". There is only one ball. Anybody with a Pass icon can grab the ball as usual or move it from any enemy to the middle.
  5. I think some changes in basic game mechanics would be necessary to make the game more dynamic and funny. - Passing is rarely a good option. Improving Passing the ball instead of walking with it (and handover) would give the game a bit more openness. - Skills are way too imbalanced. A levelup is mostly invested in Block or Dodge. Making the specific skills more even, would create a more diversified game. - Turnovers suck. I dont get it, it makes the game so chess like. Having a bad dice roll should not result in half of you team standing around doing nothing. - Why is there only one Blitz per turn? Of course, one would have to rearrange a lot of the rules, but it would add a lot of dynamic. Only one Blitz per Turn feels so unrealistic. - Having Kickoff is a bit too imbalanced. Not only having the ball - being the first one to move and tackle, results in very different siuations for the both players. I the past i did some experiments with a new rule mechanic. You activate one figure and do stuff with him, then its the other players turn to activate one figure. Hard to explain. You dont make a full turn, but only move one figure, then the other plyer, then you again... until both players used all their figures. Then the first turn ended. It changed a lot in tactics and mechanics, but it seemed to be fun. However, it was difficult to remember what figure already had its turn. For this reason, i quit this experiment. Still a mechanic to think about.
  6. Here a discussion about Dark Elves and their playstyle. http://community.fantasyflightgames.com/index.php?/topic/121621-dark-elveswhat-to-do-with-them/
  7. Well, i know the amazon team in the board game, i even have miniatures for them (not the original one). I know them and their specific playstyle very well, but i dont like it that much. Imho they are rather boring rosterwise. While Norse have some special and stylish positions, the amazons only have thrower, catcher and blitzer. They are imho too similar to normal humans. As it is no good idea to give all amazons for the team manager game a dodge abiliy like they have in the board game (tackle teams are already in disadvantage and an all over dodge team would even make it worse) I thought about a complete new team of amazons. A more fantasy like. The positionals are not real mermaids or something. Its more like a name for a very specialized player position. The images are chosen with respect to the availability. One could imagine they are more like propaganda, and the real players are rather normal human women. One could as well change names and images, the more interesting thing is the balancing. I tried to build a new, very special team with rather extreme stats ( they have the lowest star power of all). The more interesting question is how they work in the game. After two test games (using the human starplayers) it feels like they are a little bit weak.
  8. With more and more games, Sprint showed up to be even better than expected earlier. Calculations about that can be made (imho Sprint is the most useful icon, worth something between 1.7 and 2). Besides the teams having a lot of sprint are the stronger ones. The Teams that lack Sprint are the weaker ones. Facing these facts, I thought about how to change the rule mechanic of Sprint to make it a bit less useful, especially for the teams that are already considered as high tier. An idea I had about that, being tested now for like 3 games, was the following: When you use sprint, you must FIRST discard and THEN draw a new one. This change looked rather senseful in our test games. Sprint is still very useful, but now requires a bad hand card before, to be of real use. Often you will decide not to use the Sprint at all, as there is the risk of getting a Lineman after discarding a Thrower or something like that. What is your opinion about this? It affects and weakens teams with a lot of sprint more than those who have few sprint. Making Woodelfes and Skaven too weak? We don't think so. I still won one of the games with Woodelfs, but i skipped like about 1/4 of the sprint icons.
  9. Thank you for the flowers. I will keep that in mind. Here some new player cards.
  10. Thats true. With Chaos team, you should not play defensively. You must try to win any matchup you participate in. Get always as close as possible with the Starpower to the enemy. It is completely uneffective doing the dwarven style, winning one sure and losing the other sure. Thats not how to win with Chaos. You must rely on you Cheats, on your luck. Of course, Chaos is not the appropriate team, if you want to win the game with your superior knowledge. If you are for sure better than the other players, then another team would be better for you, like humans or Woodelfs (as those are less luck dependent). Even if youre better, Chaos unluck can still make you lose. Winning with Chaos is definitively possible, but most possible in a matchup where anyone knows what he is doing, where all players are equally experienced. Then Chaos can make you win the game by pure luck. Always remeber, rely on your cheating luck, and try to win any matchup. And never forget to kill people with your Warriors to create Fans. Try not to face dwarfs too often. Your favourite enemies are Skaven and Woodelfs (those have a lot of STR2 players, that you can kick rather good....maybe also Goblins, i dont have that new addon yet). And finally, I dont get it why you rate human so high. I all our games, human exactly won once. They are nice, Throwers and Catchers have great synergy, Blitzers are awsome. But they still lack any specific strength. Their only chance is to win the game via their team upgrades that give them a lot of fans. They are somhow like a sneaky team, that noone thinks to be able to win during the game, but afterwards, they get a hack'o'fans and follow up to the other leading teams. One more question: Do you play with the "forbidden" training cards ?(dont kow their english names...those who ridiculously create all those fans) I think humans do profit more from them than the other teams. This might be a reason for your extraordinary experiences with HU.
  11. Here are the first new rule concepts of the teams: Opinions and playtsting very welcome High Elfs 4 Linemen 1-0 Guard 2 Phoenix Warriors 2-1 1 Pass / 1 Tackle Dauntless Reveal (if you successfully tackle a player with cheat tokens, you may check one and decide to discard it) 2 Shadow Warriors 2-1 1 Pass / 2 Sprint Dodge 2 Lion Warriors 3-1 1 Pass / 1 Tackle Sure Hands 2 Dragon Warriors 3-1 1 Tackle / 1 Pass / 1 Sprint Flaming Fury (players tackeling or been tackled by the Dragon Warrior may not use downed abilities after that tackle) This team is built around the idea of /-abilities. Decide in each situation what skill is the best. The team is very flexible and able to face any opponent. But it might not be so easy to play out their advantage, as only experienced players will make the right decisions what skill to use. Dark Elfs, Amazons and Undead will suffer due to the Flaming Fury ability. Chaos and Skaven suffer due to the Reveal ability. As High Elfs are the "good ones", they have not a single cheat (like Woodies). They can even punish the enemy for cheating. They have an overall good quantity of Sprint and Pass, but not as much as Woodelfs. They are somewhere inbetween Wood- and Darkelfs. Amazons 4 Linewomen 1-0 Guard 2 Nymphe 2-1 2 Pass Dump Off 1 downed Tackle 2 Sylphe 2-1 2 Sprint Dodge 1 downed Pass 2 Undine 2-1 2 Tackle Juggernaut 1 downed Sprint 2 Vakyrie 3-1 1 Tackle 1 Cheat Dauntless 1 downed Cheat This team is built around the idea of downed abilities. The three weak players Nymphe, Syphe and Undine are like a circle, in combination you have 2 of each the abilities Tackle, Pass and Sprint, and one of each as downed ability. The team has the weakest starpower overall, but own a lot of standing and downed abilities. Especially Nymphe and Sylphe work perfectly together. A special weakness of the amazons are enemies that often carry their ball on STR3 player, like Vampire, Human, Darkelf or Undead. The Amazones are especially strong vs teams that have a lot of tackle, as then they can profit from their downed abiliteis. Lizardmen 4 Skink Runners 1-0 1 Pass 1 Sprint 4 Saurus Blockers 3-1 Guard 3 Saurus Blitzer 3-1 1 Tackle Piling On 1 Croxigor 4-2 1 Tackle 1 Cheat Juggernaut Regeneration The basic idea of this team was, to make it completely different. They have the highest Starpower overall in the game, but they really suffer good skill synergies. It really hurts to prone a 3-1 Saurus in order to save 1 Skink with the ball. You really dont know what to discard with your Sprints, Saurus Blockers or Skinks... Both are compareably useful. You will have a hard time to keep your Starpower advantage. Piling On for the STR3 Blitzers makes Lizardmen especialy strong vs teams with a lot of STR2 players like Skaven and Elfs. As they do not have a lot of skills, you cant do that much wrong. A good team for beginners.
  12. I am working on some new teams, forming the new Luminous Guardian Alliance (LGA), consisting in Amazones, High Elfs and Lizardmen. One can print the images, cut them and put them into card schooners (what is the correct english word?) like with for example Magic cards. I would be interested what you think about it. About the rules i had planned, and about the images. Especially i would welcome help with the english card texts (i have no english version), playtesting, suggestions for images and any help with graphical design. I will post new cards regularly. Here a first impression:
  13. Rating the strength of Dark Elfs, one should consider the fact that most oft the teams are Rock Scissor Paper like, especially Dark Elfs. The downed ablilites are activated when you get tackled by an enemy (or fall by an own tackle). Especially the Runners depend on an anemy kicking their ass. Both, Runners and Assassins, are of greater use for you when they fall down. You lose one Starpower but get a Sprint or even a Pass, wich is in most cases of greater use than this boring one Starpower. Yeah, even the Blitzers and Witches benefit from getting kicked, but not as much, because they lose 2 Starpowers being downed. So, the best matchup for Dark Elfs is an enemy that has a lot of STR3 Tacklers in his hands. Those STR3 Tacklers are often forced to tackle one of your STR2 "Fallers" and activate their downed ability (or they do not even want to apply their tackle, wich is also an advantage for you). What teams have the most STR3 Tacklers? Dwarf = 6 Chaos = 5 Vampire = 4 Orks = 3 Human = 3 Woodelf = 3 Undead = 2 Skaven = 2 But also STR4 Tacklers in enemy hands let you profit. They will down your Witches and Blitzers. This is not as useful for you, as a downed Assassin or Runner, but still better than having no downed ability. What teams have the most STR4 Tackles? Orks = 3 Undead = 2 Chaos = 1 Human = 1 Woodelf = 1 Skaven = 1 Vampire = 0 Dwarf = 0 If you rate a STR3 Tackle of double the use for you (as Delf) compared to a STR4 Tackle, you get the following order of beloved enemies: Dwarf = 12 Chaos = 11 Orks = 9 Vampire = 8 Human = 7 Woodlef = 7 Undead = 6 Skaven = 5 Therefore Dark Elfs are best vs Dwarfs, Chaos, Orks and Vampire. Unfortunately those are the teams that are overall in average weaker than the others, and the strength of the Delfs might not show up that much. But having that in mind, you should be able to benefit in a multiplayer game with at least one of your favourite enemies.
  14. Once more cosidering the compasion between Orks and Chaos: - Linemen are the same in both teams. - Throwers are about the same with a very small advantage to Orks maybe. - Comparing Chaos Warrios with Black Orks, i would say Chaos has a small advantage. - Comparing Beastmen with Ork Blitzers, Chaos has a huge advantage, as they have simply one more free Cheat after a auccessfull tackle. - And finally comparing the Troll with the Minotaur, again Chaos has a significant advantage. Comparing the Team Upgrades with each other, Orks might have the better cards, but this is only a small advantage compared to the disadvantage they have from their player Cards. So, I still cant understand how someone could rate Orks better than Chaos. Imho Chaos is a strong team, about even with Woodelfs, Skaven and Human. My rating would be: 1) Undead (simply too stronk all around, even if their Team upgrades are not as good) 2) Human, Skaven, Woodelf, Chaos, Dark Elf 3) Ork, Vampire, Dwarf The other 3 new teams i havent tested. I Should buy that new box In Order to even up the teams we lately handeled out the following modifications: Undead : Use only 1 die for Regeneration The discussion is not whether Undead are too powerful, but more like how to bring them down to the main field of teams. After lots and lots of practices and discussions, we came to the point, that nerfing the regeneration is the best solution. It is rather simply to remark, and it affects mostly teams that are very tackle-heavy. Games have shown that especially Orks, Chaos and Dwarfs had remarkable problems facing the Undead, as they stood up too often, canceling a lot of their blocking potential. Therefore, this change of the regeneration mechaism, weakens the Undead overall, and especially against some of the other teams that deserve a small improvement. Ork : Give the Troll 2 additional Sprint (aka Throw Teammate) Theoretical considerations and testing in games have shown that Orks do need an improvement to be at eye level with the other midfielders. As there are already a lot of other teams that lack Sprint, and being slow is not very senseful for Orks form the fluff point of view, we decided to give some Sprint to the Orks. Three Blitzers with additional Sprint might have been to powerful, and Throwers dont seem to have Sprint at all, the idea with the Troll came up. Trolls throwing team members are a very special and funny part of the BB boardgame, so why not count it as some Sprint icons in the card game? It improves Orks a lot (not too much afawk), solves one major problem teir gameplay (the total lack of Sprint) and makes the players think of funny thrown Orks as the Troll comes up. Vampire : Give 1 Fan for each Blood Token Most players share the common sense that Vampires are too weak, and we came to the same conclusion. Often, it as not as senseful to create Blood Tokens, only increasing your Starpower by 1, when you might also bring down the ball carrier. The real Vampire-Blood-Death-Feeling did never come up. Getting one Fan for each Blood Token should improve Vampire's chances to win the game (ot the matchup) AND make the game feel a little bloodier. It also meshes great with the Vampire's team upgrade cards. So, Vampires will even less try to win a matchup, but more to kill as much enemies as possible. We are still not so sure if this change is enough (even 2 Fans for each Blood Token was under discussion), only extensive play testing can show that. What makes the calculation even more difficult, is that the influence of this change is the stronger the more people participate in the game (in a 4 Player game, there are more often downed targets for Vampires than in a 2 player game). Dwarf : New Pass Block ability for the Blockers The New Pass Block ability gives the Blockers the Following card text: Reaction: When an opposing player wants to use a "Pass" ability, you can make the Dwarf Blocker go prone, and ignoring any Pass ability in this turn. It is common opinion that dwarfs are too weak. Some say they are the weakes team. I would not go that far, but they are weak, defenitively. What are their greatest weaknesses? They lack Sprint and they have too much Guard (they do not even need half of it, this is not a real disadvantage, but the game designers seem to have rated the Guard ability in the dwarf team stronger than it really is, so the rest became too weak). Giving Sprint to some Dwarfs seems weird, as they really should be slow, they are Dwarfs man! The biggest problem of the Runners (that have a beautiful skill) was that a simple Pass icon stole their ball and they became vulnerable. This ability makes the Blocker with its rather useless Guard a bit more useful and helps the Dwarf player a ot, especially against those annoying "Double Pass" teams Skaven and Woodelf, where Dwarfs had the greatest problems against. Do you have any comments to those modifications? I know, anyone has his own opinion on the game and its balance. I think we are on the right way, but there might be even more elegant or promising solutions, that we have not seen yet.
  15. You are right, there cant be "too much sprint", it is always of use. Bbut you also cant disclaim, that the first sprint in your deck is more useful than for example the 20th. A sprint trainer is of more use for a team without sprint like orks, than for example for woodelfs. And as well, even if sprint is useful on the last card in your hand, it is still even more useful on your first card played. The sooner you get better cards on your hand, the better. So, in order to evaluate the value of sprint for a specific team, it is a necessary requirement to count the quantity of sprints and look at the playercards that have this sprint.
  16. As far as i can say, Orcs are not as bad as Dwarf or Vamp, but are significantly weaker than for example Chaos. Compare their specific attributes and skills, and you will see. Orcs need a small buff to face the other "normal" teams.
  17. 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
  18. In our group, we're discussing bout some balance thingies. Slightly buffing Dwarf, Ork and Vampire, nerfing Undead. Several versions possible, maybe i post some soon.
  19. I dont think it would change the balance. But imho the Bloodbowl as last tournament is good, because it has a lot of (and only) fans as reward. With another cup as last one, chances are even smaller to to change the course. The winner would be more predictable. One could think of advantages or disadvantages for specific teams, as they don't perform exactly with same power in tournaments as in highlights. According to my experience, cheat-heavy teams like Skaven or Chaos are a bit better in tournaments. Therefore they should perform weaker with fewer tournaments in game. But this effect is really very small. The basic differences between the teams are larger than this effect (even the teams are balanced quite good at all).
  20. The last really difficult question is how to rate the benefit of Sprint. What happens? You get a random player (with random value) from your deck, and you discard the least useful player in your hand. Therefore it is worth something like : Average card value - lowest card value 60/12-1.5=3.5 Therefore, Sprint is something about 3.5 points, which sound really a lot firstofall. BUT: several points to consider, that modify this number: - You need to use sprint to get the value. Sometimes you would rather use another card, and the sprintig playercard is not the optimal soluthion in that moment. The later you use your sprint, the less useful it gets. - You might not have a bad card to drop. Having 2 times a Blitzer in hand, drawing the third and being forced to discard one of them, results in no benefit at all. - Not to forget the total amount of sprint in your deck. Too much Sprint (as with Woodelf or Skaven), causes a lot more situations, where you dont have a lineman to discard, and you need to discard a wigher rated one like a thrower or catcher. - Imho you underestimate the value of Linemen. This is no problem as long as all teams share the same amount of linemen. But if you discard a lineman and get another card via sprint, in dont think the benefit is as much as you supposed it to be. A guarding lineman often saves you from losing the ball, or getting a 3-1 Blitzer downed by a Troll. In this cases its benefit is more. And, if linemen would be considered as more useful compared to the others, Sprint is automatically worth less. - Having too much guard (or no need of it at all like dwarf) in the deck decreases the benefit of Guard. This increases again the benefit of Sprint. - And finally Starplayers. The higher you average card value in your deck gets, the better Sprint gets. All these points must be considered together, if you really want to get good values for Sprint (and guard btw). In fact i think 1.5 like your suggestion, or even 1.4, is a good number. It's really hard to price Sprint correctly. Edit: 30.09.2014 Meanwhile I think Sprint is worth something between 1.7 and 2. It is the best of the 4 icons, even better than Pass.
  • Create New...