Right here goes...
Advenceop - In regards to the Changes themselves. Even if Halflings are adjusted to include an AG4 catcher, the team still dies in droves with their high and mighty AV6 and ST2. Are they a Tier 1 team...no. Are they even close....no. Would they be a little more flexible to play...yes and therefore more appealing. Stunty and AG4. How is this any different to a Slann Catcher with Leap and Long Legs or a Underworld Goblin with Two Heads or a Gutter Runner with Two Heads. Other teams have got something similar. 0-4 AG4 Stunty players are not breaking any backs here.
The best thing for Stunty teams would be to bring back rostered Chefs (flings) and Bribes (Goblin), but think that would go against a core fundamental of what the BBRC introduced.
Changes to Stunty teams still need to keep them at the bottom of the pack by a fair margin. Not sure this is the way...
Bruno - Two S5 AV9 no neg, regen on a non-stunty team is pretty awesome without any skills (other than regen). I think this balances the team a little nicer especially in a Vanilla League. BRAWL being an ongoing league it does make them a little worse and slows their progression a little, but it doesnt overly hamper the team.
Wholeheartedly agree! Grab is still a very usefull skill and it just pushes back Guard on the progression tree
*Zons linewoman are pretty amazing as a starting player and should cost. A whole team of blodgers at 6 SPP is pretty awesome. Yes their AV lets them down but compared to other teams they are possibly the hardest to knock over.
*Mino with leader is hardly game breaking, Chaos is a very slow starting team, once they get their wind, they are great. Having 1 extra RR on the team contributed from a player who is relatively easy to hurt.
You can cancel Dodge with Tackle but you can't 'cancel' Block (wrestle takes both down but no injury so not the same). Play Zons vs a Dwarf team and you will understand! They are only worth 50k and should definitely stay that way. Long term Dodge on a player without Agility access on a normal roll is a buff, but Norse (a similar team in some ways) have got other positionals with stat ups and a Big Guy so 50k linewoman is fair
*River Trolls. Unlike halflings with Two S6 AV10 players that only bomb out on a 1 and dont eat their players id like to see them with something a little extra. Thick Skull - comeon they are a troll they should have this anyway. Foul Appearance - it's a meh skill (if it was a good skill, mutation teams would actually take it...ive never ever used SPP's to purchase this skill). 1/6 chance to not hit the troll rather than hit a soft and squishy goblin...its not even a hard choice. Losing Loner - Ask any Goblin player which member of their team eats through the re-rolls...its the Trolls. I honestly dont think its a huge massive change to the game and they still have Really Stupid and Always Hungry, so yes they will still be eating Re-rolls.
Foul Appearance is a very good skill, especially for free! Treemen are amongst the worst of the big guys. Yes they are more accurate throwing halflings and don't eat Goblins, but Take Root and MA2 is a HUGE disadvantage. The only change you would even consider for the Trolls would be to remove Loner. Goblins are actually about right now in all honesty
*Human Catcher - on a whole Humans are not as good as they were in years past (like LRB3/4...if anyone actually remembers that long ago...for me it was like yesterday) AV8 is hardly a huge change, considering they are still pretty soft at ST2. I personally think this "balances" them more closely with Orc teams especially in longer/ongoing seasons as they dont really shine compared to what alot of teams use as Catchers. Orc have the prevalence of high AV and Strength but are marginally slower, Humans are softer and weaker, but faster. **Another example...i Like to think of Humans as a slightly slower tougher team than Skaven, however Skaven teams shining light is their Gutter Runners 10k more for +1AG +1MV (no catch) and access to Physical. Human Catchers should have AV8
be careful comparing to other teams as they are internally balanced. Skaven can only get 2 Blitzers (same stats as Human) whereas human teams can get 4 in addtion to 4 catchers. A lot of versatility there (the whole point of Humans) so don't see much need to tinker here
* Khemri - who actually plays Khemri, who enjoys playing them. They are probably the most horrible team to play with. Losing Decay...meh. If they fail Regen, they get hurt...do you really care about the severity? 50% its going to be PAIN!
Decay on Rotters is fine as they are cheap to replace, but on 100k players it is a bit rich. -1AV, no Decay and gain Break Tackle for 10k extra as well as adding Thick Skull to Blitz/Throwra's is enough of a buff.
* +1 Fouling id like it to be clarified. When i first read this i thought it was a generic +1 (meaning you couldnt get 6 assists for +6 to the roll) but id like a clearer explanation.
I believe the original run had a +1 bonus when fouling without assistants, but really this rule doesn't need to be here. Foul should always be risk/reward style of action
* Sneaky Git...unwieldy? you only ever have 1-2 players total on a team with the skill anyway...its not like your wielding a whole team with this skill. Gives a small boon to Halfling, Snotlings and Goblins as their only option sometimes is to throw the boot in...getting them back 50% from sent off is pretty useful.
Sneaky Git goes from being a relatively useless skill to being a 'must have' skill for Goblin Secret Weapons, making them quite powerful. Goblin teams get discounted Bribes to offset the number of secret weapons so adding this makes them more reliable. I would add a line saying roll for Bribe first and if failed skill cannot be used?
* I havent used a Wizard in forever...its been used against me heaps though. I honestly dont care about it.
*Slann Blitzer decrease...makes the team easier to start. If they had Block as a starting skill they would be increased in cost.
straight up cost decrease is good. Changing to Block would make sense as they are a Blitzer and Blitzer's should have Block as standard. Would suggest they lose Jump Up for Block and stay the same cost, but that would require decent playtesting.
*Thick Skull on Thralls....umm YES PLEASE. You pick apart Decay, yet you dont see the point of Thick Skull on a Thrall....youve obviously never played a Vampire Team before!
It's a minor buff and not bad rules wise, but it does raise the question of theme/fluff. Why do they have a 'Thick Skull'? Maybe because they are used to losing blood?
*Changes to Ogre team...would be great as they still suck, but they might suck a little less.
Stat increase on Snotlings = good
re-roll decrease = ok, but 6 str 5 guys without loner 70k re-rolls is fair
cost decrease on Ogres = bad. They were fine at the cost they were.
I would be keen for games under the revisions. I have plenty of teams to choose from.
I will have a few more weekends free coming up due to redundancy so PM me and we will organise a time