I don't totally agree with the common team groupings, as you're about to see. In some ways they are way too general and in others they are too specific! So let's split them into half instead. The team types of old are still useful to have, but they aren't very thematic or sometimes even appropriate.
So here's my attempt to knock some sense into them while also reinforcing thematic relations between teams.
Murder, AGI, Hybrid, right?
Well...not exactly. Most Types are really more like scales. Running teams and Passing teams are arguably two sides of the same scale...but any team that's good at one will usually be at least okay at the other. So instead of breaking types all the way down we'll look at them as sets.
Besides what's written below, don't forget that there's a lot of nuance to each category. Mutations and Regeneration access both present whole subcategories to how teams play, as does whether a team is tuned for offensive or defensive excellence. Arguably each team has a place on all three of these scales, they'll all favour one over the others.
AKA The Agility teams. Running and Throwing teams both care about scoring a lot. Running teams do it by having a lot of foot speed and defensive skills and positioning themselves to run the ball in. Throwing teams do it with less land speed and make up the difference by throwing the ball as far as it needs to go.
The key attribute for Running is Movement. The key attribute for Throwing is Agility.
AKA Strength teams. Murder teams function through attrition by inflicting a whole lot of removals against the opposing team. Control teams limit player choices for their opponent by being hard to remove or displace and by stacking defensive skills.
Both sides need strength, but Murder's key skill is mighty blow while control's is guard.
This is one that might throw people off just a bit. Hybrid teams are those that can do some combination of the above, albeit haphazardly. They can do different things and even do them well, but often at the cost of other weaknesses. Generalists on the other hand have more balanced teams. They don't excel to the same degree, but they don't have any egregious weaknesses either.
Not really a scale and not really a true team type but defining enough to be included. Stunty teams are deliberately designed to not be as good as the average non-stunty team...but, they also add a lot of fun and chaos to the game with their inclusion. More to the point, they are one of the best places for experimenting. Anything that's in a stunty team could potentially be used for big boy teams as well! So they are worthwhile to seriously consider while designing everything else.
I think anyone reading this can probably take the above Types and apply them to existing teams. The big change to team composition that I'm introducing here is templating. Basically, we'll have a set of base teams which define a particular Archetype and then each of those teams will have several others built off of that Archetype, shifting around the above sliders to arrive at something that looks similar but feels very different.
Of course the natural secondary effect of this is that the template teams will not be quite as specialized as their spawn teams. But that's not a bad thing either; it means we'll have a set of teams that are just a bit simpler to play and malleable to develop. That's actually a pretty important resource to have! It makes a lot easier for new players to figure out where to start.
That said, let's take a look at each of my Template Teams and give a quick overview on where they fall.
Representing Generalist teams we have the Human Empire. These teams will all be designed to do everything okay but might struggle a bit to truly excel. Outside of the template we'll want to look at leaning that generalist approach in different directions and seeing how close we can get to an edge without falling off of it.
Skaven are the running team among the templates, with a secondary in hybrid. They go fast as a rule, to the extent that it can cut into their ability to handle the ball. At the same time they have just enough mutation access to do nasty things to opposing players and we'll want to explore their more hybridy elements in their non-template teams while still making sure they go fast.
The throwingest of all of the Elves, these teams are all about ball handling and, to a somewhat lesser extent, just being the most annoying with their high agility. All of the Elven teams will naturally play around in the agility space and try to push limits on both ends of it.
The Dwarves are primarily control teams. The template team is more defensively focused, while others will have room to play around with flipping to the offense or even nudging down towards the murder end of the slider. On the other hand, they're probably also good candidates for diving into Hybrid space. There's room to work hereat any rate.
Orcs teams are somewhere in the middle of the Murder/Control scale with a little bit of generalist thrown in. There's a lot of potential for variants that shift up or down that scale, or which shift from generalist to be closer to hybrid.
In a lot of ways Chaos are just a mutation variant of Orcs. They are more Murdery and less generalist, but their real defining characteristic is inarguably access to claw. Chaos teams tend to stay on the strength spectrum, but we're going to be pushing hard for non-template teams to find mutation-based niches on the team type scales.
Like Chaos, Undead are kind of a regen variant of Orcs. unlike Chaos, they hedge more towards the control side of thing, with a bit of running thrown in for good measure. Variations of these teams will be less about shifting around their main slider and more about trading out their secondary one.
Norse/Men Outside the Empire
Norse in particular is a pretty bashy team, but this archetype overall is filled with hybrid teams that rely on cost-effective players and gimmicky ability access to succeed. The exploration here will be to find new gimmicks that fit into new spots on the scale to give each team it's own unique mouth feel.
Finally, we have these messes. Like with the Norse, these teams hedge heavily towards hybrid with Lizards in particular having both control and running themes. Unlike Norse, these teams hit that hybrid line with weird stat lines and fundamentally unbalanced player design instead of gimmicky skill choices. These teams are actually going to be among the most closely watched in this process (and are last on this list for a reason). They absolutely add something to the game, but they're by definition inherently imbalanced and it's easy for them to slip towards too good or too bad.
That was a lot! But now that we're done with that we're finally, finally ready to actually look at a team. Naturally we'll start with a template team and what better team to choose then the one from the top of the list?
Next Week: Humans