dode74 wrote:The aim isn't to make it more or less balanced, it's to make it work in accordance with the rules as published. I'll ask again, why change it?
If they are changing the original rosters then this doesn't become too much of a problem, but yeah it seem extremely lazy and poorly thought out. It could be a way for GW to get people back interested in working on DB again. A poor way, but away never the less.
Quindia wrote:
Who would want to play a team with 0-16 skaven linemen, 0-2 skaven throwers, 0-2 stormvermin, and 0-6 goblins? Out of the two 'special' positions you are allowed 0-2 Gutter Runners, 0-1 rat ogre, 0-1 Troll, 0-2 Minotaur, and 0-1 of the goblin secret weapon players. I guess it would play like some of the other Blood Bowl teams, but you don't have anything shiny. Compared to the Bright Team in your list, it doesn't even come close. They start with 0-16 Human linemen, 0-4 human catchers, 0-2 human throwers, 0-2 human/dwarf or norse blitzers. But they can also pick 0-6 dwarf linemen and 0-2 norse linemen. That gives them at least 8 players with block and strength skill access. And we haven't even touched the 0-2 special for the Bright Team- 0-1 Ogre, 0-1 Death roller, 0-1 Yhetee, 0-2 Dwarf Runners, 0-2 Dwarf Trollslayers, or 0-2 Norse Werewolves.
I don't agree those teams are balanced. I prefer the way Cyanide has decided to do it. At least I've got more options for deciding how I want to build my team. If my opponent is loaded with block/strength skills, can I at least field four gutter runners and a rat ogre on the same team.
Actually if they implemented runners or ball handlers as catchers than its not a problem, which dode74 was referencing to. Even if they did do that the Skaven gobbos are still extremely Gimped under the new rules. Your playing a pure Skaven team that is not even shinny-er than it would be under the new rules in my case not at all. I like the Skaven team don't get me wrong, your going to have teams with mad combinations while some teams get the shaft. The position limitations serve to keep these limited teams a lot more competitive. If the rosters are going to stay the same as they are now The Amber Wizards will out class every team on the roster as the rules stand now, and most of their roster is cheaper and extremely flexible to specialization. With the original rules it's harder to specialize this overly flexible team, so coaching is less lazy and more strategically important . I know the rest of the teams have not come out yet , but having the same three teams in the old rosters doesn't help the faith in things being changed.
Quindia wrote:I don't agree those teams are balanced. I prefer the way Cyanide has decided to do it. At least I've got more options for deciding how I want to build my team. If my opponent is loaded with block/strength skills, can I at least field four gutter runners and a rat ogre on the same team.
No, but you made a lot of teams less viable and competitive as the rules now stand. If the remaining teams to come remain the same, and which teams they come out with, you find out how blatantly out classed the first 3 teams will be.