Some house rules to try for Deathball. Some were posted in the old forums. First are some new team traits.
New Team Traits
Apothecaries Pro: When knocked out, roll a d6. On a 6+ stunned instead. Stunned models get +1 to activation rolls. Con: When set up, roll a D6 for each model. On a 6+ the model starts stunned.
Bloodthirsty Pro: Get +1 on attack rolls against an enemy you moved into contact with this turn. Con: Re-roll one successful activation roll if there is no enemy model within 6"
Cheaty Bastards Pro: Double the number of coach points received (as well as the maximum you may have). Con: When spending a coach point, if the re-rolled die is a 1, the nearest of your models to the rolling model is removed from play as if knocked-out.
Disturbing Pro: Enemy models get -1 to rolls for taking the ball (including receiving) and shooting while within 6". Con: Knocked-out models are placed as stunned.
New player type. Deathball has the defender for extended reach and the brawler for stronger players, but many classic big guys for fantasy football have both these but also usually some negative trait to balance this out. So, here is my idea for the Big Guy.
Big Guys Brawl: 4 Skill: 0 Special: 2" control zone (or 1" if on a large base as per Defender) Special: Any doubles/triples rolled on an activation roll are counted as failures.
(Necessitates changing wording of comparing skill/brawl to 2 or more higher since could now be more than 2 different)