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Author Topic: Bloody Bay: Customized Blood Bowl on forums. Ready to start!  (Read 16892 times)

Supernerd

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #30 on: October 23, 2017, 07:51:17 pm »

I have decided that the workers can indeed have general skills.
Honestly I am struggling a bit to figure out how riding a horse would work in a blood bowl match. Got any suggestions?

I will also recommend that Kashyyk design a new specialist. In my defense he did specifically attempt to design a slow and tough lineman, a mechanical horse that he even stated had no hands, and a big guy.
« Last Edit: October 23, 2017, 08:27:56 pm by Supernerd »
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ATHATH

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #31 on: October 23, 2017, 09:46:45 pm »

Question here: If we can have as many different types of specialists as we want, with the power of each individual specialist being based on the maximum number of that type of specialist that you can field... Wouldn't it almost always be more optimal to, instead of making this type of specialist and using 6 of them...
Specialist Name: Guy in a Wizard Hat
Maximum Number on a Team: 6

... make these types of specialists (not in such an obvious manner, of course), and use one of each type?

Specialist Name: Guy in a Red Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Blue Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Yellow Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Green Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Purple Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Orange Wizard Hat
Maximum Number on a Team: 1

Also, I realized that it might be hard for my gnomes to actually, well, score. How good is the Clockwork Mech at moving? I haven't learned the system yet.

Maybe I should make a gnome-on-a-bike specialist...
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Criptfeind

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #32 on: October 23, 2017, 10:14:20 pm »

In my defense he did specifically attempt to design a slow and tough lineman, a mechanical horse that he even stated had no hands, and a big guy.

Tbf that's a pretty good defense. Although I think considering the "hilarity" level of an ag 1 team making the linemen all bonehead might be a bit much.

Horse is going to be hard to get right balance wise. Especially if a positional that can actually handle the ball is made (which would honestly make the team go from pretty bad to pretty okay in one fell swoop). Skinks are annoying fucking bastards with 8 mov, and they are squishy as heck. Stacking movement repetitively will get silly if you let the horses zoom around the ball carriers, so whatever you decide for how the interactions work, I'd be careful... On the other hand if they stick with all ag1, fumbling the ball for a few turns followed by a horse rush to victory might be like, a legitimately okay thing to be possible because otherwise they just won't have any ball movement ability otherwise...

@Athath: Standard human movement is 6, so your gnomes are a touch below that, and your golem is even more below that, he's a touch slow even for a big guy. As for your gnomes scoring... You've got some okay pieces, both roid gnomes and illusionists are fine positionals (although potentially 10-20k overpriced) your linemen are weakish, but pro and good skill access means you'll be able to level them up to be at the least decent at doing what you'll be wanting them to be. You can't bash though enemies, although you might be able to dodge past them, you won't do it on an elf level. Gnomes probably need a defensive strategy centered around the mech gaining what ground it can and trying to stall out until you can toss a gnome into the enemies side for a touch down... Not having the mech every other round might be highly problematic, because without it as a centerpiece and instant touch down threat you're really going to struggle to do anything. Especially against a bashy team that you can't break though (like the golems) they could just grind you for 8 turns, get a last turn touch down, and waste one of your uses of the mech... Although I guess you just don't use the mech in those drives. I dunno, except big guy access you're a pretty large step above the halfling team in the base game, but that lack of big guy access is tough.

Edit: I noticed Roboson asked for someone to add transparency to his little guys, so I did. I like them.
Spoiler (click to show/hide)
« Last Edit: October 23, 2017, 10:27:39 pm by Criptfeind »
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Kashyyk

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #33 on: October 24, 2017, 01:35:31 am »

Whilst I imagine a single game would be amusing to despair at, I don't think I could play a tournament with them as Is, so here's an extra specialist:

Spoiler (click to show/hide)

Edit: although I will again say that I'd like to swap bonehead for loner.
« Last Edit: October 24, 2017, 02:20:24 am by Kashyyk »
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Failbird105

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #34 on: October 24, 2017, 03:53:21 am »

... make these types of specialists (not in such an obvious manner, of course), and use one of each type?

Specialist Name: Guy in a Red Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Blue Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Yellow Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Green Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Purple Wizard Hat
Maximum Number on a Team: 1

Specialist Name: Guy in a Orange Wizard Hat
Maximum Number on a Team: 1
I think it might be very expensive if you do it that way.
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Supernerd

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #35 on: October 24, 2017, 05:39:50 pm »

Golems have been tweaked. I have also decided to approve the switch from bonehead to loner. And reduced the cost of golem rerolls because they will most likely fail when they are needed the most. Please review the handler player that was added.

And now to work on the next team!
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Criptfeind

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #36 on: October 24, 2017, 06:04:07 pm »

Handlers are going to be really good players I think. Specially once they get a few levels on them. They certainly take the golems from "lul suk" to "A+" team I think. Although how horses work is certainly pretty important now, a handler on a horse carrying the ball would be very powerful. Especially if you can do something like... Have a handler with a ball, a horse moves them 8 squares, then they move 5 more.
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Failbird105

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #37 on: October 24, 2017, 06:21:35 pm »

So I've been thinking up lots of ideas for an Uruk-Hai team, I still want to play the cult most, but I was wondering if @supernerd would have any qualms about me making and posting the sheet anyway?

Edit: as for the handler+horse thing, maybe just make it so dismounting ends the players turn? Perhaps have them take an agility roll when dismounting as well?
« Last Edit: October 24, 2017, 06:42:36 pm by Failbird105 »
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Supernerd

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #38 on: October 24, 2017, 06:57:52 pm »

I have decided that dismounting ends the action for the horse and rider, and the dismount itself will require a dodge roll if the horse is in an enemy tackle zone.

You may create more than one team template, but please specify that you already made another preferred team with the second one so that I don't mistake you for a new player.

Also, the Demon team rough draft was created! Please take a look at it and offer unto me your criticism.
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Shadowclaw777

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #39 on: October 24, 2017, 07:09:52 pm »

Lol, the Warlock has secret weapon, any viability it has without that perk has gone to 0, secret weapon is easily one of the most detrimental perks there is. I'm kinda confused on why the Clockwork Mech doesn't have Secret Weapon, because it's a goddamn gnome controlling a piloted mech suit. Which if it that is considered okay, than how a wizened old dude apparently not?
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Failbird105

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #40 on: October 24, 2017, 07:27:52 pm »

Got the WIP Uruk-Hai sheet here, which I will work on tomorrow.
My preferred, already made team is the Cult of Nar-Sie on page 2, this one will probably be left for whoever wants to play it.
Spoiler: Uruk-Hai (click to show/hide)
« Last Edit: October 27, 2017, 02:47:06 pm by Failbird105 »
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Supernerd

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #41 on: October 24, 2017, 08:35:02 pm »

The clockwork mech description made by ATHATH specifically cited a reason as to why they are legal. (Albeit a somewhat questionable one).

If you have a better idea for the warlock feel free to express it. And of course, if the team owner disagrees and actually likes a unit you think is underpowered the way it is, then it is unlikely to change.
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Roboson

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #42 on: October 24, 2017, 09:11:01 pm »

Not really, I sort of thought they'd be good at throwing and or slowing down enemies, but I wasn't sure how spellcasters would work in this setting.

EDIT: I skimmed the rules, but I cannot really tell how my team matches up against the others.
« Last Edit: October 24, 2017, 09:13:24 pm by Roboson »
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Supernerd

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #43 on: October 24, 2017, 09:57:39 pm »

If you haven't already, consider watching a game of blood bowl on youtube.
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Roboson

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Re: Bloody Bay: Customized Blood Bowl on forums.
« Reply #44 on: October 24, 2017, 10:44:15 pm »

Thats smart! I'll do some youtube research.
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