Date: Thu, 22 Feb 1996 19:15:10 -0600
From: jphelps@fenris.austin.apple.com
Subject:  [BBOWL-L]   The Mongrel Horde  (long)
Sender: TheCoach@makivel.synapse.net
Message-ID: <1387105986-1825713@fenris.austin.apple.com>

This is kind of a weird idea for a team.  I'd like some feedback on what I have.

Under 2nd edition BloodBowl, there was a White Dwarf article that 
described the Mongrel Horde team.  This team was composed of a whole 
bunch of players, but only a few of them would show up for any given 
game.  There was a chart that you rolled on to see who showed for your game.
There were only limited campaign rules for them, and nothing really on 
handling injuries, TR, or anything like that.  I enjoyed the idea, and 
had come up with some rules of my own, but never really played them.  Now 
under 3rd edition, and with some of the rules floating around, I thought 
I would give them another shot.

The Mongrel Horde

This collection of misfits, cast-offs, and flat-out lazy players comprise 
an interesting team.  The coach, Kool Blood Khan, enjoys the challenge of 
playing BloodBowl with such a team.  And a challenge it is!  He never 
knows from week to week who will show up, and his game plan may change 
radically depending on the players in a given game.  In fact, many 
players may hang around for practice, but then skip the game or vice 
versa.  This is a little tough, but he enjoys it!  His morals are a 
little suspect, and in fact, he will let just about anybody join his 
team.  Due to this, wood elves, high elves, and dwarves refuse to play, 
and halflings are afraid to!  He does refuse guaranteed contracts though, 
so Star Players will never be found in his roster.  The concept of allied 
players doesn't make sense with this team either, so Khan never hires any 
of those either.  All players come from the position charts below.

Purchasing the team

Instead of buying a particular player, Khan buys a position, and fills 
that position from whoever may show up for it.  The same players tend to 
show up, and over time, they will actually gain experience.  The position 
cost is factored in the team rating, regardless of who shows up a given 
week.  Limits on positions are shown below.  Essentially, each line will 
be a specific player, who will earn SPPs normally.  Coaching staff 
(including "skill" coaches), cheerleaders, and fan factor are purchased 
normally, and re-rolls cost 60,000 each.

0-12 Linemen - cost 50,000 each  (roll 1d16 (1d6 and 1d8 of course!))

1 - Human Lineman
2 - Human Lineman
3 - Human Lineman
4 - Orc Lineman
5 - Orc Lineman
6 - Orc Lineman
7 - Skaven Lineman
8 - Skaven Lineman
9 - Skaven Lineman
10 - Hobgoblin
11 - Hobgoblin
12 - Beastman
13 - Beastman
14 - Goblin
15 - Goblin
16 - Dark Elf Lineman

0-4 Blockers - cost 80,000 each  (roll 1d8)

1 - Chaos Dwarf Blocker
2 - Chaos Dwarf Blocker
3 - Chaos Dwarf Blocker
4 - Chaos Dwarf Blocker
5 - Black Orc Blocker
6 - Black Orc Blocker
7 - Chaos Warrior
8 - Chaos Warrior

0-2 Blitzers - cost 90,000 each   (roll 1d6)

1 - Orc Blitzer
2 - Skaven Storm Vermin
3 - Skaven Storm Vermin
4 - Human Blitzer
5 - Human Blitzer
6 - Dark Elf Blitzer

0-2 Throwers - cost 75,000 each   (roll 1d4)

1 - Orc Thrower
2 - Human Thrower
3 - Skaven Thrower
4 - Dark Elf Thrower

0-2 Catchers - cost 75,000 each    (roll 1d6)

1 - Human Catcher
2 - Human Catcher
3 - Skaven Gutter Runner
4 - Skaven Gutter Runner
5 - Dark Elf Lineman
6 - Dark Elf Lineman

0-2 Big Guys - cost 115,000 each   (roll 1d6)

1 - Ogre
2 - Minotaur
3 - Troll
4 - Rat Ogre
5 - Bull Centaur
6 - Blighted Treeman *


*The Blighted Treeman is an addition of our league, it is a Dark Elf ally 
that is similar to the Treemen (same stats and skills) with addition of 
Foul Appearance, and I think the AV is 1 less.   I don't have my copy of 
our league rules handy to be sure.

Special Team Rule - Pregame Setup

To represent the confusing structure of the team, this rule replaces the 
normal die rolls for mixed race teams.  Also, the team does not lose fan 
factors when it purchases a new player.

As step 0.5 of the pregame setup, the coach rolls to see who shows up for 
the game.  The "coaching roll" to teach players new skills is rolled at 
this point (this represents who was in practice this week).  Proceed 
through all the other steps of the pregame setup.

Before any cards are played, but after all steps are completed, the coach 
rolls on the following chart:

(roll 1d6)
1 - A fight breaks out!  Two players on the team decide they don't like 
each other and in the ensuing melee - one randomly selected player on the 
team is badly hurt and will miss the game.

2 - Confusion - the team loses 1 re-roll for the whole game

3 - Minor Confusion - the team loses 1 re-roll for the 1st half only

4 - He's Late! - One randomly selected player is late for the kickoff, 
and is placed in reserve for the kickoff (even if this means you kick off 
with less than 11 on the field)

5 - Motivated! - the team gains 1 extra re-roll for the whole game

6 - What's He Doing Here? - another player decides to show up for the 
game, randomly select a category and roll another player to join the 
game.  He cannot benefit from any coaching roll and is not affected by 
any card that affects the pre-game roster.


Special Team Rule - handling Injuries

This is still tentative, but basically, you record the SI on the player.  
If that specific player is rolled for the next game, then the SI keeps 
him out.  Otherwise, the SI is erased after game.  If a player is 
"killed" then he is dropped from the full team roster, and the coach must 
pay HALF the cost in gold for that position immediately after the game, 
or lose the position as well.  A "killed" spot on the roster is replaced 
with another rookie player after one full game (if the killed spot is 
rolled that game, you're down a player).


Comments

This team is going to advance much more slowly, due to SPP being spread 
around so thinly, and is going to have some odd things happen.  In 
exchange for this, they don't suffer the mixed race re-roll penalty, and 
games missed due to injuries is lessened.

Here's two example teams

3 re-rolls   - 180                        3  re-rolls   - 180
FF 5         -  50                        FF 3          -  30
8 linemen    - 400                        6 lineman     - 300
2 blitzers   - 180                        2 blitzers    - 180
1 big guy    - 115                        2 blockers    - 160
1 thrower    -  75                        1 thrower     -  75
                                          1 catcher     -  75


What do you think?

John


************************************************************************
John Phelps            **** preferred address - jphelps@austin.apple.com
OIC, Gundi's Gang      ****        alternate address - fenris@eworld.com
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