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General - Bloodbowl 40k? ideas?

Mr_Smigs - Jul 22, 2009 - 01:22 PM
Post subject: Bloodbowl 40k? ideas?
so, thus was the discussion,

what would happen if one were to draw the 40k races into the Bloodbowl game...

some ideas are simple,
Cadians stat as humans,
Catachans perhaps as Norse...


but after that, things get shady...

so the question I pose, what kinda "teams" would you see coming out of each army of the 40k universe?
Darkson - Jul 22, 2009 - 01:34 PM
Post subject: RE: Bloodbowl 40k? ideas?
Get ready to duck - some purists hate this sort of thought.
BigSexy - Jul 22, 2009 - 10:22 PM
Post subject: RE: Bloodbowl 40k? ideas?
There would of course be Space Marines at MA 5 ST 4 AG 3 AV 10 for the whole team and everyone would play them Wink
katadder - Jul 23, 2009 - 05:44 AM
Post subject: RE: Bloodbowl 40k? ideas?
eldar, dark eldar as high/dark elves, harlies as woodie equivalent. dunno how tau would do as they rely on tech and suits in 40k, so would probably be secret weapons users.
daloonieshaman - Jul 23, 2009 - 11:57 AM
Post subject: RE: Bloodbowl 40k? ideas?
Tau are so skaven
Mr_Smigs - Jul 25, 2009 - 06:49 PM
Post subject: Re: RE: Bloodbowl 40k? ideas?
      BigSexy wrote:
There would of course be Space Marines at MA 5 ST 4 AG 3 AV 10 for the whole team and everyone would play them Wink


well, if they were stat'd like Chaos in that effect (No skills to start) they could actually stay balanced in the system...

0-16 "Scouts" - MA 6, St 3, AG 3, AV 9 (60k)
0-4 "Marines" - MA 5, ST 4, AG 3, AV 10 (80k)
0-2 "Terminators" - MA 5, ST 5, AG 1, AV 10 , SKill "Power Fists" (might pop ball) (100k)



Tau seem to be the first major hangup, with no analog in the old game... they're no "horde" or "sneaky" armies, (at least not that I've seen)
but could have high speed units (jetpacks with "leap") and heavy hitters (crisis suits) as well as no-hands blockers (Drones)
Draakus - Jul 26, 2009 - 08:11 AM
Post subject: Re: RE: Bloodbowl 40k? ideas?
      Mr_Smigs wrote:


well, if they were stat'd like Chaos in that effect (No skills to start) they could actually stay balanced in the system...

0-16 "Scouts" - MA 6, St 3, AG 3, AV 9 (60k)
0-4 "Marines" - MA 5, ST 4, AG 3, AV 10 (80k)
0-2 "Terminators" - MA 5, ST 5, AG 1, AV 10 , SKill "Power Fists" (might pop ball) (100k)



Tau seem to be the first major hangup, with no analog in the old game... they're no "horde" or "sneaky" armies, (at least not that I've seen)
but could have high speed units (jetpacks with "leap") and heavy hitters (crisis suits) as well as no-hands blockers (Drones)


Marines are under costed, they are basically Chaos warriors with better AV.
I'd say more like 110K-120K

also the termies are to powerful, two ST 5 players is OTT
arturin - Jul 27, 2009 - 07:58 AM
Post subject: RE: Re: RE: Bloodbowl 40k? ideas?
Your "Terminators" are Mummies with more movement, and more armor, and the mummies are 120k gold coins. I think you need to be more objective Wink , you seem to like the 40k marines too much.
Gaixo - Jul 27, 2009 - 11:58 AM
Post subject: RE: Re: RE: Bloodbowl 40k? ideas?
Giving the Terminators Secret Weapon would solve that problem. The idea that players would be able to bring largely unmodified versions of their wargear onto the pitch is one of the things that makes BB40k somewhat ridiculous. I think it would be much more interesting if you rethought the way 40k races would approach athletics. Aspect Warriors that followed the path of their totem spirits through training instead of technology, for instance.
SuM - Jul 27, 2009 - 01:26 PM
Post subject:
I thought about this before.
Nids would make a decent Lizard Team.
Gaunts as Skinks and Guards as Saurus.

But Rippers could be used also... Many options with the Nids mini selections.
Mr_Smigs - Jul 28, 2009 - 11:23 AM
Post subject: Re: RE: Re: RE: Bloodbowl 40k? ideas?
      arturin wrote:
Your "Terminators" are Mummies with more movement, and more armor, and the mummies are 120k gold coins. I think you need to be more objective Wink , you seem to like the 40k marines too much.


not really, was just spitballing... was just estimating price mentally (didn't look at existing teams for comparison) but then, Chaos Warriors could cost "more" for having access to Mutations (do they?) whereas Marines only have access to General, with SAP on doubles... standardized training slows their progress...

it seems logical to make Termies "secret weapons" since they're over armored...
and/or I could see dropping 'em to basically mummy stats. slowing them down because of the bulky armor... (tho, don't mummies have Regen?)


'Nids would strike me as having access to Mutations..


and Guard (at least "Catachans") should have access to say, a Sentinel (No Hands, S 5) which could perhaps get the "chainsaw/secret weapon" skills...


gotta say, I do like the idea of Eldar "Aspect Warrior" Teams (heck, their titles already sound like sports teams...)


thinking more on Tau, it dawned on me that with their drones and the like, they could do an android team (and/or a Kroot team)
emulate the Dwarf team (lower speed, higher durability) by using robots...
hmm... "hive" minds... how overpowered would a team where all the linemen get "Guard" be?


So updated thoughts

Marines
0-16 "Scouts" - MA 6, St 3, AG 3, AV 9 (60k) - Skill Advances G / SAP
0-4 "Marines" - MA 5, ST 4, AG 3, AV 10 (100k) - Skill Advances G / SAP
0-2 "Terminators" - MA 2, ST 5, AG 1, AV 10 , Skills "Power Fists" (might pop ball) (120k) - Skill Advances G / S


Nids
0-10 "Gaunts" (skinks)
0-4 "Warriors" (saurs)
0-4 "Genestealers" (humans with extra arms)
0-1 Ripper Swarm (no hands, secret weapon, basically a chainsaw)
or
0-1 Carnifex "Big Guy"


Eldar "Mixed Aspects"
0-16 High Elf Linemen
then 0-4 "Aspect Warriors" (improved Linemen)
Warp Spiders with "Leap"
Swooping Hawks with "Dodge" and +1 MA
Striking Scorpions with "Block" and access to Strength skills
Harlequins with "Sidestep" "Dodge" and "Stab"
(don't recall the other aspects off hand...)
perhaps a Wraithlord as thei "Big Guy" (MV 4, ST 5, AG 3, AV 9 for 140?)
Gaixo - Jul 28, 2009 - 06:10 PM
Post subject: RE: Re: RE: Re: RE: Bloodbowl 40k? ideas?
Yes, I have too much time on my hands. Especially when you consider that I've always thought 40k BB was a pretty silly idea. I would love it if I actually had a tight enough group to playtest the lists below, though. They look fun to me, but feel free to tell me why they're dumb, fluff- or balance-wise


Craftworld Eldar
0-16 Guardians 6 3 4 8 None 70k GA
0-1 Howling Banshee 7 3 4 8 Disturbing Presence 90k GA
0-1 Dire Avenger 6 3 4 8 Dauntless 90k GA
0-1 Swooping Hawk 8 2 4 7 Leap 90k GAP
0-1 Striking Scorpion 5 4 4 9 None 90k GAS
0-1 Dark Reaper 5 3 4 8 Mighty Blow 90k GAS

Rerolls 50k


Space Marines
0-16 Marines 6 3 3 8 Block, Dauntless 90k GS
0-4 Scouts 7 3 3 7 Shadowing 70k GA
0-2 Devastators 5 4 3 8 Mighty Blow 100k GS
0-1 Terminator 4 5 2 10 Stand Firm, Mighty Blow, Block, Secret Weapon 120k GS

Rerolls 40k


Space Orks
0-16 Orks 5 3 3 9 None G 50k
0-4 Nobz 6 3 3 9 Block GSP 80k
0-2 Speed Freakz 7 3 3 9 Sprint G 70k
0-2 Stormboyz 6 3 3 9 Frenzy, Dauntless, Leap GS 80k
0-4 Grotz 6 2 3 7 Dodge, Stunty, Sure Hands A 40k

Rerolls 60k


Chaos Space Marines
0-16 Marines 6 3 3 8 Block, Horns GS (M on double) 90k
0-4 Possessed 6 3 3 8 None GSM 70k
0-1 Terminator 4 5 2 10 Horns, Stand Firm, Block, Secret Weapon GS (M on double) 120k

Rerolls 50k


Tyranids
0-16 Gaunts 8 2 3 7 Dodge, Stunty A 60k
0-2 Genestealers 7 3 3 8 Claw G 80k
0-4 Tyranid Warriors 6 4 3 8 None GSMP 110k
0-1 Lictor 7 4 3 8 Stab, Multiple Block, Shadowing, Loner GM 130k
0-1 Carnifex 4 5 2 10 Claw, Bonehead, Loner SM 150k

Rerolls 40k


Imperial Humans
0-16 Linemen 6 3 3 8 None G 50k
0-2 Catchers 8 2 3 7 Dodge, Catch GA 70k
0-2 Throwers 6 3 3 8 Sure Hands, Pass 70k
0-4 Blitzers 7 3 3 8 Block 90k
0-1 Ogryn 5 5 2 9 Loner, Bonehead, Mighty Blow, Thick Skull, TTM S 140k
0-2 Ratlings 5 2 3 7 Dodge, Right Stuff, Stunty GA 40k

Rerolls 50k

Squats
0-16 Squats 4 3 3 8 Block, Fend, Thick Skull GS 60k
0-4 Hearthguard 4 3 2 10 Block, Stand Firm, Thick Skull GS 80k
0-1 Engineer 5 3 2 9 Chainsaw, No Hands, Secret Weapon, Thick Skull G 60k
0-1 Living Ancestor 3 2 2 8 Disturbing Presence, Foul Appearance, Hypnotic Gaze, Decay G 90k
0-1 Exo-Armor Squat 3 5 1 10 Stand Firm, Guard, Thick Skull Take Root, Secret Weapon GS 140k

Rerolls 50k
Mr_Smigs - Aug 06, 2009 - 04:33 PM
Post subject: RE: Re: RE: Re: RE: Bloodbowl 40k? ideas?
Squats seem a bit powered up... Agil 3 Linemen with Block and Fend... backed by guys with Stand firm...
Gaixo - Aug 07, 2009 - 05:24 AM
Post subject: RE: Re: RE: Re: RE: Bloodbowl 40k? ideas?
Oh, thanks for the feedback. I guess I was thinking that with the team's overall speed being even less than BB dwarves', and a general lack of specialists or ballcarriers, they'd need something to help them out. Do you think there's a common skill for the linemen that would be slightly less useful/unbalancing? Or should they just have block? Or just be more expensive?
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