Rogue wrote:The main Jade team, for me at least) revolves around the Orc players. Blitzers and Black Orcs are strong hitters in a dungeon arena, and the Goblins are there to provide assists, risk their green hides opening chests, block push-back paths to ensure an opposing player goes in the trap, etc.
Well of course it is and it always has been, but that's besides the point. The failed point I was try to make over the course of this forum subject. Is Why did the Grey College get such amazing benefits while Jades got the shaft ? (and yes I did see this coming before the game even got released with the only rule 2 loners)
The Jade team has always been a challenge team, so is the Amethyst team, (though if you're use to playing Skavens its not that bad of a deal, sadly if your use to playing Underworld it's a slightly gimped Underworld, in the way of gobbos and Skaven with no normal Mutation access and added gutter runners, team with Minos) just like the Halflings and Gobbos since the inception of BB. Those two teams were the challenge teams that had a margin of chance. The problem becomes when have a Rule set made back in the land of 2.0 and 3.0 where Ogre teams did not exist, Big Guys were never on team roasters, Gobbos secret weapons were not as well, and most fancy positional players never existed either.
Even though anyone paying attention before the game was released realized that these issues would be generally popping up. Now the Grey Wizards have a ridiculous advantage of having 2 none loner Ogres plus two more big guys, if you've played Chaos Pact on a fair basis managing more than 2 big guys really isn't a real issue (though back in the 3.0 days it was more fun being able to pick Ogre, Troll or Mino for your Chaos team for BB), the fact that the Grey Wizards can now pick up more Beastmen the Human counter parts is more of an advantage than most people think. Where as the Jade team got completely shafted. Even before the game was released it was fully understood by a good portion of the players on the forums that the Jades Third Race was completely redundantly worthless as the rules stood even when we argued about the lack of positional restrictions.
Side Rant:
Even though there are some that say there never were any restrictions in the first place, which I have never seen in any version of the original conception of the game. If there is I would be more than happy to look at it because I don't have the original rules where the game was just elves, humans and dwarfs. I just have the 3.0 rule sets and all of them have the positional restriction on them. Though this was argued in length earlier that if it was game breaking it would be fixed in later dates, so I'm going to get off this rant and get back to the original point in hand.
Though yes the Gobbos do get some shinny weapons in DB, but the problem with their shinny weapons in DB is that depending on the size of the dungeon the shininess of these additions pale in over all effectiveness and become extremely situational. Though there is probably more to the story of taking out the Death Roller which is awesome when it does happen, but a one-on-one 3d6 against you on either attempt is incredibly lucky, even if you had the +5 assists just for a 50% chance of knocking down a non block DR, 25% if 2d6 against, and 12.5% with 3d6 against. This not taking in the undesirable effect of both down where you also take a 3 penalty to the armor roll as well (3.6% chance on a 3d6 with out BD).
Though it would be funny to see some Elves in the DB with Diving Catch to defend the ball carrier from the bombardier (and yes Diving Catch works against bombs. If not it's a bug), but it'll be so situational that it would be a waste of a skill funny all the same, Yes you can knock down the opponent 50% of the time with a bomb that doesn't scatter on a poor throw and hits the empty square you're aiming for. These 2 players compared to the number of positional players and other advantages that the other teams enjoy is yes marginal at best. Though yes you can chose to play Gobbos and Halflings in BB for the challenge and you knew before hand that it was a challenge, but the problem is
before the game was released there were a mentioned concerns that the Jade college gets completely screwed on the Loner only rule, but the fact that other teams get a major boost to their teams while the third race of the Jade team is worthless to say the least is an
Epic Fail of Biblical portions in proper game design.
With the money rules in 6.0 compared to 2.0-3.0 losing your Orcs becomes even more painful. Sure you took out a 160k Death Roller with a 40k Gobbo
, I'm always happy to hear that happen even against me as poetic irony, but if your on the losing end of nearly every game your team is not advancing to make any worth while advances to replacing your Orcs anytime soon. Sure you can live on your Gobbo Journeymen until you can replace them, but if teams are systematically taking out your slow progressing Orcs (in which they should, if not you are playing against a lot of generous players) you will be in a running rut where a Death Roller not easily replaceable, but a coach can easily change tactics and make up losses where the Jades a screwed on that case and point by trying to buy back the same exact Orcs. I can harp on the point longer than it needs if point is not coming across, but yes the all mighty and awesome 4 Gobbo additions more than makes up for the advantages that any team has now with the lack of positional rule, the useless crap of a third race where the Gobbos already have that area covered, and the new unnecessary changes made to other teams.