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legowarrior
Last seen 13 years ago
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Archive

2011

2011-08-29 19:07:04
rating 1.9
2011-08-17 16:54:43
rating 2.5
2011-06-15 01:22:33
rating 3.1
2011-05-30 19:07:18
rating 3
2011-05-27 23:05:01
rating 3.1
2011-05-25 02:57:46
rating 3.4
2011-05-25 02:57:46
27 votes, rating 3.4
New Team - Dryads
The Dryad Team is made up of Woodland spirits brought to life. Primarily composed of Dryad, tough spirit who don't go down easily, they are ready to brawl with everyone. Their allies the Treemen awaken for the games as well, being firm allies of the Dryads. Finally Treekin, spirits that inhabit dead trees are also roused. They bring with them a sense of fear and foreboding, causing other players to doubt themselves. The dryad team is an interesting mix of both playing the slow bashing game, as well as the Passing game.

Dryad Team
0-16 Linewomen 5/3/3/8 Thick Skull G/ASP 50K
0-2 Thrower 5/3/3/8 Thick Skull, Pass, Sure Hand GP/AS 80K
0-4 Catcher 6/3/3/8 Thick Skull, Dodge, Nerves of Steel GA/SP 90K
0-2 Treekin 3/4/1/10 Thick Skull, Disturbing Presence, Grab, Sure Feet
GS/AP 110K
0-1 Treeman 2/6/1/10 Loner, Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team Mate S/GAP 120K
Rerolls - 60K


Lineswomen - Slower then most starting linesmen, the Dryad benefits from decent Armor (8) and Thick Skull, allow them to take chances in blocking. Block is of course a great starting skill for these players.

Throwers - The dryad throwers benefit from both Sure Hands and Pass, allowing them to be the primarily ball handlers in the start of the season. Skills like Accurate and Safe Throw would not be misplaced on this team.

Catchers - This team misses the almighty catch skill that is needed on a catcher, making the passing game risky at the start of a season. Catch is a good first skill for a catcher, but so is Block, allowing them to play the role of Blizter as well. Nerves of Steel means that they don't have to fear catching the ball when next to an opposing player, and Dodge gives them a good chance at keeping that ball away from said player.

Treekin - A tough blocker that is slow, but with grab allows you to place the opponent within easy reach of other tougher players. The first skills should almost always be Block.

Treeman - Like the treemen of other teams, this is your center piece. The one benefit that the Treemen of the Dryad has over Wood Elves or even Halflings is that the low movement rate of the entire team means that the Treeman can play a large roll in both offense and defense of the team.



So, I do a lot more theory Bowl then Blood Bowl, so take my ideas with a grain of salt. I've been tinkering with this idea for a while. The base stats are based off of Willow Rosebark, since she is a Dryad. The Thrower is based off a player created by Plasmoid for the Halflings in his Narrowing the Tiers work http://www.plasmoids.dk/NTBB.pdf.
I used the rules created by Galak Starscraper (or as some call him.... Tom). They can be found here http://www.cyanide-studio.com/forumBB/viewtopic.php?p=416661#p416661

This is a work in progress, comments are welcome.

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Comments
Posted by Cavetroll on 2011-05-25 05:59:28
Not bad. Would be fun to try in a table top setting with a friend.
Posted by Garion on 2011-05-25 08:37:55
I'd drop DP on the treekin and give him fend. The Treeman has Stand Firm so it would sort of work to give the tree kin the next best thing :)
Posted by Reisender on 2011-05-25 09:25:15
team is not good enough to compete imo. which is a good sign as most people tend to build silly overpowered teams.

But those: How are they gonna win games?
Posted by zakatan on 2011-05-25 09:40:51
lineswoman are worse than both human lino and orc lino, but still the same price

i don't think they need throwers or catchers, they look like a low grinding, running team
Posted by Garion on 2011-05-25 10:12:15
I think you need 3 different types to match the three fotrms Dryads shift in to - Willow, Oak and Birch. I started thinking of a Dryad team a while ago and I went this way.

Dryad Passing Form willow
Dryad P – 6,3,4,8 Single – normal -P Doubles –G, A, S

Dryad Agility Form Birch
Dryad A – 7, 2, 4, 7 Single – normal -A Doubles – G, S, P

Dryad Strength Form Oak
Dryad S - 4,4,1,9 Single - normal -S, Doubles – G, A, P
Posted by Ehlers on 2011-05-25 10:23:56
Oki let me get going :)

0-16 Linewomen 5/3/3/8 Thick Skull G/ASP 50K
They are under priced if I do the calculation correct. They should be 40k and not 50k
1- move = -20k and not -10k due to having a skil
Thick skull is only 10k
And you use the baseline for 50k lineman, so 40k in my eyes. Right?

Thrower and cather seems fine in price

Treekin, drop the disturbing presence. Does not fit fluff wise and just seems to have been taking to get another good skill since it is only 10k. A min maxed player as I see it.Block, MB and PO and you have a very strong player difficult to get off the field.

Total Team strengt is 53, so seems like you have maxed that one out most possible.

Dunno if they would be a good team or not. Need play testing though.

Garion your roster is illigal:
6) A team cannot have Agile player types and Blocker player types on the same roster.
Posted by Garion on 2011-05-25 11:26:40
Its not illegal because they have a negative. Which is they only have access to one skill type. Like Vampires who also break the rules but suffer from a negatrait. Also Slann break this rule which is why their Blitzers are so stupidly expensive. Skaven also do.
Posted by Garion on 2011-05-25 11:29:40
Oh and also Chaos Pact break quite a few rules. Like too many slots and the bash agile one. Their Marauders also break the pricing guide.
Posted by Hogshine on 2011-05-25 12:29:38
Team looks good. I'm not sure about the Treekin, av10 for a player with GS access seems a little much. Maybe drop S access? Could drop them down to av9, I don't think that would make much of a difference to how they'd be played. Saying that, maybe having those players makes up for slightly poor linos and low speed.
Posted by legowarrior on 2011-05-25 13:19:53
I'm tempted to replace Dodge with Block on the Catcher, and give them access to GAS, making them the strong point on the team, and easy access to Block/Dodge.
In order to balance it out, I was thinking about changing the Treekin to 4/4/1/10 Thick Skull - 100K, Access to GS.
Posted by legowarrior on 2011-05-25 13:23:56
Also, 5 movement on a standard player is only -10 points, so the points fit. Thick Skull is a little weak, but I'd like to see a claw team have a lot of success against this team. On the other hand, the Catcher or Blitzer (depending on whether I go with Dodge or Block) has a saving of 10 points.
Posted by Bardazur on 2011-05-25 13:42:28
@Ehlers: Norse team also breaks this "rule", with ST4 blocker and runners with A skills.
And what about necromantic and undead ? Or the lizardmen ?

I find the treekin a bit too good, I would remove sure feet because this skills negates their only weakness (MA3). Except that, it is a fairly balanced team.
Posted by legowarrior on 2011-05-25 14:09:45
A agility player is not defined as a player with Agility Skill Access, but it is defined as a player with 4 Agility starting out. So, not counting big guys (Strength 5 or greater, with a negative trait), the rule states you can have strength 4 players or agility 4 players, but you can't have both.
The only team which makes the exception to this rule is the the Vampire Team, whose vampires have both 4 Agility and 4 Strength.

Posted by zakatan on 2011-05-25 14:37:04
those rules really look like they were written and thought after the teams were designed

And any way, half of the official rosters break some of them...
Posted by Ehlers on 2011-05-25 16:05:54
2) Please note … the above rules will NOT allow you to create 4 of the official teams … namely the Dwarf, Goblin, Chaos Pact
and Lizardman teams. The Goblin and Dwarf teams because they have weapons on
the roster, Chaos Pact because they have too many slots (7) and the Lizardman team because it has 70k of
team discount (10k discount each on the 0-6 Saurus and the 0-1 Kroxigor).

Are the teams which break the rules. What other team break the team creation guide?

And Which skill you can take, does not effect what kind of player you are or price hence why marauders are maybe one of the best linemen there is (as legowarrior pointed out).
Posted by legowarrior on 2011-05-25 16:15:50
I was think about starting a blog post on the rules for team creation, but Ehlers pretty much summed up all the rule breaking that went on.
I see them a strong guide lines at best. In the end, the team has to be tested before it can be said to be too strong or too weak. Team Balance in the end is more important then following the guide lines.
Posted by legowarrior on 2011-05-25 19:31:41
Hogshine, what do you think about this roster?

Dryad Team
0-16 Dryad 5/3/3/8 Thick Skull G/ASP 50K
0-2 Dryad Throwers 5/3/3/8 Thick Skull, Pass, Sure Hand GP/AS 80K
0-4 Dryad Blitzers 6/3/3/8 Thick Skull, Block, Nerves of Steel GAS/P 90K
0-2 Treekin 3/4/2/9 Thick Skull, Tackle, Disturbing Presence GS/AP 100K
0-1 Treeman 2/6/1/10 Loner, Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team Mate S/GAP 120K
Rerolls - 60K
Posted by Garion on 2011-05-25 21:17:44
The roster looks okay, but nothing about it screems dryads to me. They have abilities like entangling people in their vines. Or becoming stupidly hard. etc...
Posted by legowarrior on 2011-05-25 22:42:16
I know what you mean Garion, but creating aspects that are fair and balanced would be tough, and few people are interested in teams with unique skills these days. And with Willow Rosebark as an example of dryads, you have to use that as your starting template. 5/3/3/8 Side Step was the other idea for the standard Lineswomen.