Norse for my very first tournament, Help?

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Math Mathonwy
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Norse for my very first tournament, Help?

Post by Math Mathonwy »

Hi all,

I've been playing BB for ages (well, not exactly, but since 2nd ed anyway) and always in a smallish league. Now it seems that I might be heading for my first tournament and I'd like to ask you lot for advice on what sort of changes are needed for a tournament roster.

The rules of the tournie are that rosters return to normal after each game (no lasting injuries) and one player gets a skill after every game (and after seeing the team one is going up against next) but no player can have more than one extra skill and big guys can't get them. These are probably the basic rules for BB tournies but anyway.

Now, I need advice on a starting roster, I was thinking that one of these might do the trick:

3 Blitzers
1 Thrower
2 Catchers
5 Linemen
3 RR
4 FF
Apothecary

or

1 Ogre
3 Blitzers
1 Thrower
2 Catchers
4 Linemen
2 RR
3 FF
Apothecary

The first one has a nice number of re-rolls and the second one has an ogre while still retaining the three blitzers. OTOH ogres probably aren't all that vital for the Norse as block is rather nice against big guys since they don't get skills. Which roster should I choose or should I change either one somehow?

Also, what skills should I pick. Of course the opponent and how teams are spread has to be taken into consideration but generally speaking. Dodge for a catcher (unless there's a dwarf alert)? Dirty player for a lineman (though I'm not normally much of a fouler - hate to wreck other people's teams in a long running league with dirty tricks - much better to wreck them through blocks :P)?

Thank you for reading!

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Post by kithor2002 »

I would go like this:

1 Ogre
3 Blitzers
1 Thrower
1 Catchers
5 Linemen
3 RR
4 FF

In a tourney where all players are reseted after the match you don't need an apo in my opinion.

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Post by Math Mathonwy »

Well, I was thinking that the apo might come in handy because the Norse are so fragile that in almost every game there is at least a case of badly hurt. In a tourny such as this the apo means that he can stay on board (most of the time) and I can use the apo on the first result that would mean someone becoming a casualty.

Does my reasoning make sense to you?

OTOH the ogre on the team is a bit of a liability (no block) but he is quite powerful, might come very handy against undead especially as mummies can get block...

But anyway, thanks for the input!

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Post by kithor2002 »

You can give the Ogre block after your first game.

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Post by Math Mathonwy »

Ah, one of the rules of the tournament was that big guys can't get skills. If they could I'd be taking that ogre surely but now I'm not that sure.

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Post by JJB »

I'd personally recommend ditching one blitzer, and use the 40k saved to either buy an additional linemen to give you a 12 player team (with 10k taken from the ff of 4), or use those 40k to turn linemen into a thrower and a catcher.

The main reason people go for blitzers it because of their having the block skill, and occasionally higher av.
In the case of the Norse, everyone has block and av7. What berserkers/blitzers bring is the access to strength skills, which is not that necessary (at least for more than 2 players) in a tournament since you don't have that many occasions to evolve, and the traits of frenzy + jump up. Having too many guys with frenzy in a rookie team becomes a liability in my opinion because of having to plan even more carefully the blocks to be made by the players with that trait.
Therefore, I would see two blitzers as far enough for your team.

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Post by Phipstar »

and come what may, take two catchers, only one makes the poor guy the main target for the enemy

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Post by kithor2002 »

OK,

Then I would leave the Ogre and would go like this:


4 Blitzers
1 Thrower
1 Catchers
6 Linemen
3 RR
2 FF

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Post by Zy-Nox »

Wonder why Norse hasnt posted here :roll: he seems to do well with them...
Think his tip was just hit everything then score.
Trouble is i find norse can be out crunched due to the low armour.....

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Post by Math Mathonwy »

JJB wrote:The main reason people go for blitzers it because of their having the block skill, and occasionally higher av.
In the case of the Norse, everyone has block and av7. What berserkers/blitzers bring is the access to strength skills, which is not that necessary (at least for more than 2 players) in a tournament since you don't have that many occasions to evolve, and the traits of frenzy + jump up. Having too many guys with frenzy in a rookie team becomes a liability in my opinion because of having to plan even more carefully the blocks to be made by the players with that trait.
Therefore, I would see two blitzers as far enough for your team.
That is true enough, frenzying S3 fellows can be a pain but OTOH Jump Up is a god-send if enough fellows have it.

How important is fan factor in tournaments anyway - how much do people usually take? Having a better fan factor than the opposition could be very good one would think with the possibility of extra re-rolls (and they are also away from your opponent then, in a way) not to mention those pitch invasions... But, OTOH using 40k for fan factor seems like a waste when one could upgrade players and get certain results.

kithor2002, that list certainly seems dangerous - I wouldn't want to face that, that's for certain :)

Zy-Nox, IMHO Norse and Amazon teams are really great in the beginning (when the opponents don't have block and tackle skills) and their low armour isn't as bad a point in a tournament where no lasting injuries are suffered. I'd rate them into the top five of tournament teams (Skaven are also really good in the beginning, as are orcs and chaos dwarves).

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Post by Dave »

take 12 man, I think it's a 100K tourny??

4 blitzers
1 catcher / thrower
7 linemen
3 RR
1 FF

I think

I won 5 matches at the eurobowl with this lineup ..

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Post by Math Mathonwy »

:o
Whoah, that is certainly a powerful set-up! Just a question: why is 12 players considered better than an apothecary? OK, with apothecary there is a chance of failure but OTOH when he succeeds the fellow stays on the board plus he can heal KOs if the fellow is crucial enough.

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Post by Dave »

personal taste I guess ..

at the BB I actually used a mino and 2 RR ..

even more frenzy

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Post by Skummy »

If you're not sold on the Ogre, try out a Minotaur:

110 Minotaur
180 2 Blitzers
70 1 Thrower
140 2 Catchers
300 6 Lineman
50 1 Apoth
120 2 Rerolls
30 3 Fan Factor

You wind up with a 12 man roster with a big guy and an apothecary. The weakness is certainly only having 2 rerolls, but you can somewhat nullify this by taking Sure Hands on your thrower.

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