The previous Mutant League Football game got sued to death by GW didn't it?
Not sure, I know they had a cartoon as well. God I'm old.
I was shooting the shit with some of the Rebbl guys about what teams should take big guys or not. Thought I'd toss out my conclusions here if anyone wanted to chime in. Obviously stunty teams who have to use their big guys aren't included.
Teams that should take Big Guys:
1.) Lizardmen Krox. Probably the best big guy in the game, makes the already strong bashing of a Lizard team even stronger. Good strength, good armor, and decent speed. He also doesn't lose his tackle boxes with Wild Animal. He doesn't hurt your starting lineup and lets you get all your skinks as long as you are careful with them at 1000 TV.
2.) Human Ogre. Has a horrible drawback but allows for a more bashy game out of the humans at lower TVs until they can skill up some blitzers. Not much else to say.
3.) Wood Elf Tree. This one was a point of contention but I really love the Tree man for Woodies. He is basically the point around which your team pivots. Provides great screening and some much needed bash (especially against other agi teams) while being super durable. His drawback can be pretty bad but he doesn't lose tackle zones and once you get grab he can tie up a pretty hefty amount of defenders if you are good at positioning him.
4.) Beast of Nurgle. Central to the whole concept of Nurgle. Tentacles, presence, etc. Why play Nurgle if you aren't taking this disturbing space eater. Sometimes the best way to use a Beast of Nurgle is to never move them at all.
5.) Underworld Troll. Mutation access is huge for this guy and he meshes well with the Underworld playstyle. A tad slow but nothing you can't work around and really underworld isn't a team you are playing just for the wins.
Teams that shouldn't take a Big Guys:
1.) Chorf Mino. Just bad. Besides you are playing Chorfs for mutation access and Bull Centaurs.
2.) Chaos Mino. Better then the Chorf Mino, but I think he's just a pile of TV bloat when you can easily build Beastmen with just as much killing potential, more movement, and no negatrait.
3.) Skaven Rogre. I hate these guys. They basically play counter to everything a Skaven team wants to do and even if they can be effective with Prehensile Tail they will probably just Wild Animal or die on the next blitz with their low AV. They also make you either lose a gutter runner, a stormvermin, or an extra linerat at starting TV.
Teams that could go either way:
1.) Norse Yehtee. Stat wise they are pretty shit, but if you plan to take a Norse team in to higher TVs then I can see where they have their place to do some damage and release pressure against your regular lineup. Low TV no, high TV yes I guess?
2.) Orc Troll. I personally don't really like to play orcs this way but they do give you a viable passing option of a sort if you plan to field a goblin and they make good roadblocks. Also always humorous when your goblin gets eaten.
3.) Dwarf Deathroller. Usually not worth it but with a good TV difference that can net you the bribes it is technically possible to keep them on the field for the whole game. Plus its always amusing to drive over a skink or gutter runner.
Thoughts and opinions welcome.