Quindia wrote:Well, at least in the Bright College we know they are changing the original roster. They switched dwarfs and humans as the main race in this instance.
To be honest that's really not much of a change or an advantage.The only big difference is the team is faster at the cost of durability. In a 16/24 format if a Human gets knocked out you lose the player for your turn and place him back in the game the next round after in a completely random position, but you are still down a man when you place a new guy on. Where as the Dwarfs being knocked out you only lose him for that turn, and you don't lose him in key positions in bottle necks. Also your catchers are weak and you will be waiting on your slowest player because your not going to open a chest with your AV 7 ball handler or get smacked around without support. If they decide to change the 16/24 format to the original rule no limits. This now makes the Bright Wizards a weak Golden Wizards. If your going to go bashy they can do it soo much better. A slow team with a decent defense, better durability and 6 STR 4s. True the cost will take a while to field them all and level them up, but depending on your league the cost really could mean nothing if its a long league. I'm not hiding behind the AV9, but I have four CMBPO waiting to strip you of yours Av8 - Av9. Which is a good portion of the Bright Wizards team and fouling becomes a grand old hobby where Golden Wizards don't have a lot of soft targets.
Quindia wrote:The cheapest dark elf is 70k if that stays as the main race, which is on par with the dwarf players of the Light College. None of the members of the main team have access to Strength skills except on a double. So for your Orc choices, I would assume people would either go 80K Black Orcs or Blitzers. If that is 0-6, you could pick up 0-4 goblins at 40k which might help with costs but in doing so you lose the access to all but Agility skills which you already have covered by the Dark Elf players. If the Skaven remain 0-2, what do you take? A pair of Gutter Runners at 80k once again or pick up a Rat Ogre for one of your 0-1 Loner choices? The GR's definately give you lots of move and dodge, but they are most useful for the 4AG. I agree the Amber Wizards team looks awesome, but I don't see any discounts in the cost of players over the other teams.
Since you like quoting TVs and costs if you work out which positioning and the TV effectiveness the ball handlers out preform most teams and reach the TV effectiveness early on bashers. Id post it here but this post is going to be long enough as it is.
Really Gutter runners or a crappy Rat Ogre that's really lacking vision. Considering there are Throwers that move at a decent clip and Skaven Blitzers can move with the DE Blitzers, and the DE Runners with GAP that can stand on their own against most teams with agi 4. Gutters are not just only good for Agi 4, but the number of possibilities that I can make on doubles. Very long legs and Leap give me enough freedom of movement around the dungeon it'll get scary quick. Even leap on Ball Carrying DE Blitzers will make short work of choke points with CMBPO Rats.
TV 1000
4 DE Blitz, 3 Orc Blitz, 2 Gobbo, 2 Skaven Blitz, 2 RR
3 DE Blitz, 3 Orc Blitz, 3 Gobbo, 2 Skaven Blitz, Apoth 2 RR/ 3 RR
Then a bunch of variants after that. I could go on all day long.
Well even if I really wanted to I can start with all 10 Blitzers and a Journey man a DE lineman loner. Even though I can field 8 GS and 8 GA the GAs are worth their weight. GAs have access to majority of the reroll saver feats (dodge, catch, sure feet, sure hands, pro) and easy access to survivability feats ( dodge, fend, side step, block) though GS has (block, fend (not really a good one for killers or when you have stand firm), stand firm).
Brights have 4 - 6 GAs were 2 can be caught on their own without giving up double dice all the time. GS, GP, and G Majority will be GS but in the 16/24 rules lacking a good ball carrier will hurt.
Where as
4 Human Blitz, 2 Dwarf Blitz, 2 Norse Blitz, followed by...
3 line man 3 Rerolls or 2 RR and apoth/ 1 lineman 2 catchers 2 rerolls
Can replace the Dwarf Blitzer with 2 Blockers and replace the line man with catcher. I would prefer the thrower more ball control and more sustainability if caught on his own.
50% chance for human catcher to pick up the ball while the thrower has a 75% chance with Sure Hands. Any DE player 66.67% or 88.89% with Sure hands, but no one starts with that skill.
Now Brights have human Lineman replacements for journey men while Amber has DE Lineman.
Brights get a 50k 6 3 3 8 G compared to a dwarf 70k 4 3 2 9 block, tackle, TS or DE 70k 6 3 4 8 GA. The trade off doesn't come close depending on what gets taken out.
Even if they change the Main race to Orcs, DE, Skaven the problems got even greater for most teams. Skaven, DE, Orcs or change Orcs and DE will sort of Nerf the team. One way bashy the other way in ball control, but it doesn't take away a lot of flexiblity.