Alternative Humans
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- DoubleSkulls
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Alternative Humans
Okay so here is my initial alternative human roster. The purpose is primarily to put humans a bit more towards the neutral bash/pass - particularly with reference to the relative bash/pass status of Norse (who should be more bash) and 'zons (who should be more pass).
I also want to make the human roster a bit more competitve tier 1 team because imo it ought to be one of the best half dozen teams and a regular sight in top tables at tournaments.
I'm very much against adding a new position or reducing the quantity allowed of any position so I'm imposing that as a constraint. I know this is a popular choice, but a lot of people have human minis and I don't want to invalidate their teams or force them to buy new minis.
0-16 Linemen 6338 G-ASP 50k
0-2 Throwers 6338 Pass, Sure Hands GP-AS 70k
0-4 Catchers 7337 Catch, Dodge GA-SP 80k
0-4 Blitzer 7338 Block GS-AP 80k
0-1 Ogre 5529 unchanged S-GAP 140k
Rerolls 50k
So the amount of change is actually very low, but I think has a significant effect.
I'd expect this team to field all 4 catchers & 4 blitzers. The catchers will, a bit like with high elves, double as blitzers and catchers. Maybe two specialist receivers - block, diving catch, fend, sidestep, sure feet etc. The others as defensive backs - block or wrestle, sidestep, diving tackle, tackle etc.
That means the "blitzer" problem becomes simpler because the coach isn't as constrained as to whether they develop as blitzers or blockers. They can be developed more as blockers (e.g. Guard, Stand Firm, Mighty Blow) without weakening the blitzer role within the team as the catchers will step up.
The price changes mean you could field Ogre, 4 catchers, 4 blitzers, 1 thrower, 1 lineman, 2RR at 1m. Or swap 2 catchers for linemen and have another 60k for an additional reroll or 12th player.
I also want to make the human roster a bit more competitve tier 1 team because imo it ought to be one of the best half dozen teams and a regular sight in top tables at tournaments.
I'm very much against adding a new position or reducing the quantity allowed of any position so I'm imposing that as a constraint. I know this is a popular choice, but a lot of people have human minis and I don't want to invalidate their teams or force them to buy new minis.
0-16 Linemen 6338 G-ASP 50k
0-2 Throwers 6338 Pass, Sure Hands GP-AS 70k
0-4 Catchers 7337 Catch, Dodge GA-SP 80k
0-4 Blitzer 7338 Block GS-AP 80k
0-1 Ogre 5529 unchanged S-GAP 140k
Rerolls 50k
So the amount of change is actually very low, but I think has a significant effect.
I'd expect this team to field all 4 catchers & 4 blitzers. The catchers will, a bit like with high elves, double as blitzers and catchers. Maybe two specialist receivers - block, diving catch, fend, sidestep, sure feet etc. The others as defensive backs - block or wrestle, sidestep, diving tackle, tackle etc.
That means the "blitzer" problem becomes simpler because the coach isn't as constrained as to whether they develop as blitzers or blockers. They can be developed more as blockers (e.g. Guard, Stand Firm, Mighty Blow) without weakening the blitzer role within the team as the catchers will step up.
The price changes mean you could field Ogre, 4 catchers, 4 blitzers, 1 thrower, 1 lineman, 2RR at 1m. Or swap 2 catchers for linemen and have another 60k for an additional reroll or 12th player.
Reason: ''
Ian 'Double Skulls' Williams
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I think my preference would be 8238 catchers to maintain speed coupled with better resilience.
But ST 3 catchers would mean that 4 of them are played rather than having two warm the bench until the other two are crippled. So while individual player speed is reduced on pitch speed is likely to actually increase. I'd like to test that roster and see how they work out. I suspect that it will pitch Humans up higher than you expect.
But ST 3 catchers would mean that 4 of them are played rather than having two warm the bench until the other two are crippled. So while individual player speed is reduced on pitch speed is likely to actually increase. I'd like to test that roster and see how they work out. I suspect that it will pitch Humans up higher than you expect.
Reason: ''
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Although I'm feeling a catcher should have higher MA than a blitzer...
..seeing this roster...
...I think it's a shame that the official humans aren't designed exactly that way Ian posted.
Fits fluff and finally a roster that should be able to compete with the orcish one.
Small but crucial changes.
It's great.

..seeing this roster...
...I think it's a shame that the official humans aren't designed exactly that way Ian posted.
Fits fluff and finally a roster that should be able to compete with the orcish one.
Small but crucial changes.
It's great.



Reason: ''
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Making the catchers ST 3 takes alot of the interest out of the roster for me.
If you want to make humans really strong and much easier to use... sure its the right boost. However I think you'll make them feel pretty bland in the process.
If you want to make humans really strong and much easier to use... sure its the right boost. However I think you'll make them feel pretty bland in the process.
Reason: ''
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- purdindas
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This is better than the current line-up but I think an AV increase instead of a ST increase would be better at the cost of 80k. If your going to make them ST 3 you'll need to make them more expensive. Like 100k at least.
I agree that the human team should be one of the best. These tweaks should make the team much more competitive. I like it alot.
I will ask the people in my local league if this is ok to use.
I agree that the human team should be one of the best. These tweaks should make the team much more competitive. I like it alot.
I will ask the people in my local league if this is ok to use.
Reason: ''
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Agreed.SillySod wrote:Making the catchers ST 3 takes alot of the interest out of the roster for me.
If you want to make humans really strong and much easier to use... sure its the right boost. However I think you'll make them feel pretty bland in the process.
I don't like the idea of Catchers costing more than Blitzers (on any team) and I don't think it;s required here.purdindas wrote: This is better than the current line-up but I think an AV increase instead of a ST increase would be better at the cost of 80k. If your going to make them ST 3 you'll need to make them more expensive. Like 100k at least.
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- mattgslater
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I think it's overpowered. 8x MA7/ST3 with either Block or Dodge and a big guy? 50k Linos and 50k TRRs? Where's my trophy? Particularly in a short league, that's insane. Two Block/SS "Catchers" as corners and one at free safety, with Blitzers at 2x outside and 1x inside LB and 1x noseguard, Linemen on the line-ends, an Ogre at inside LB ("Joker" position against most opponents, as usually the blitz will go the other way) and a Thrower at strong safety... with about 5 or 6 games worth of skills, that's just hideous.
Even at rookie 1M, they're scary. Put two Blitzers on the corners, two on the inside LB, linos on the line, two Catchers at safety, a Thrower and either a Thrower or Catcher at outside LB, and the other in reserve, and you've still got enough dough for 3x TRR. That's disgusting if you ask me. If you trade a Thrower and a Catcher out, you can start an Ogre (but no reserve). Nasty nasty nasty.
If you're going to go to ST3 Catchers, I think you should make them 0-2, and then bump TRRs to 60k to make up for the Blitzer price reduction. Then it'd be pretty solid.
Even at rookie 1M, they're scary. Put two Blitzers on the corners, two on the inside LB, linos on the line, two Catchers at safety, a Thrower and either a Thrower or Catcher at outside LB, and the other in reserve, and you've still got enough dough for 3x TRR. That's disgusting if you ask me. If you trade a Thrower and a Catcher out, you can start an Ogre (but no reserve). Nasty nasty nasty.
If you're going to go to ST3 Catchers, I think you should make them 0-2, and then bump TRRs to 60k to make up for the Blitzer price reduction. Then it'd be pretty solid.
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Not better than a High Elf team, so get a high elf team and get your trophy!
High Elf have 6x MA7/ST3 and AG4. AG4 makes the team get lots of more spp in each game.
I think this new human team can be more competitive (in the long run yes) but may it be to good in a short run league/tournament.

High Elf have 6x MA7/ST3 and AG4. AG4 makes the team get lots of more spp in each game.
I think this new human team can be more competitive (in the long run yes) but may it be to good in a short run league/tournament.
Reason: ''