I'd consider myself a rather experienced coach, but switching to LRB5 and playing a team I never played before (usually I am an elfbowler) made me feel I need some advice. My team is two games old and consists of
5 Blockers
1 Bull with Block
4 Hobgoblins
4 RR
Apoth
40k cash
http://www.morgana.de/gamex/BBVI/1UKF.htm
Losing a Hobgoblin both matches hurt a bit, but I think a Journeyman Hob will do for my next match.
So, here is my bunch of questions:
I wanted to make the second Bull my first purchase after the Apoth, but as I won't earn enough money next match, is it better to get the 6th Blocker first?
How do you skill your players? For Hobs I thought about Kick/DP/SH first, Block second for my first three skills. On doubles I wanted to take Leader on the first and Dodge on the following ones. I really enjoy playing with 5 RR, this way I'd save 140k money and 40k TV, but chances are I won't get a leader-RR second half. On a 10 I'd be temptrd to get +AV, as I use them quite often to mark strong opponent players. Other skills I've thought about are wrestle/fend/sneaky git (dbl)
Now to the Bulls. Block/BT are first choices for both, after that I want to develop them differently. One goes with SH as ballcarrier, the other one Frenzy/Juggernaut. Dodge on doubles for both. Again there is the question of rolling a 10, +MA or +AV are both solid choices, but on a 5+5 Dodge is really tempting.
For Blockers I'm planning with 4 Guard/MB/Grab ones and 2 Claw/MB/PO ones. The first two to get a double will go the claw way, which leaves me with a difficult choice: I can't go guard first as long as I dont have the clawed ones, as a Guarder with a double would need 51 SPP for the deadly combo, but going MB first with all of them leaves me quite understrength. As always the question of 10 arises.
This leaves the big cow aka Mino. If I'll ever get one I might be tempted to skill him Juggernaut/BT/pro on doubles and use him as cagebuster/crowdsurfer. He'd get +AV definately if it's a 6+4
Also I've thought about getting 2CL/2AC. As they aren't popular in our league yet and most teams are low on RR it'd be smart to get them early, but otoh I can't justify the purchase untill I got my 2nd Bull and 6th Blocker.
I know these plans are quite long-term, but as our teams carry over to the next season I think its fine that way. So, what do you think of it? Did I overlook something? What'd you do different?
thx,
Lemmy
Thoughts on CD development
- Storch
- Emerging Star
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- Location: Pittsburgh, PA
Well, I've had my Cds hit the field about half a dozen times and I have done pretty well (in my opinion at least) at advancing them.
First, I would go for Guard on all your blockers first thing. If you only have one or two Gueards, when it really matters you will not have any as they will all be blocked/pushed/killed out of position. After you get Guard, go for Mighty Blow and you shoudl be able to start really pounding on people.
For hobgoblins, I would put kick on the first one who gets a skill. After that, it's a bit of persoanl preference and platystyle, but since the entire team is lackign n the reroll skills, I am starting off with Sure Hands just so I don't havea repeat of my first game with them where I literally spent seven turns out of the game trying to pick up the ball in the rain.
Honestly, in my opinion, the Centaurs are the heart of the team and I would try to get your second as soon as possible. They are fast and strong and godo at almsot everything. Well mine are, at least, since I have one that is a Blodger with +AG and the other is sitting 3 SPP below his third skill with Dodge and +ST. In fact, one of the porblems I am having is that the Centaiurs are so good at handling the ball that the hobgoblins serve to field kickoffs and, beyond that, are generally just warm bodies that get placed to add assists to block or to swarm a guy who breaks through the line. With AV7, I really don't count on them living that long and am happy taht I have developed a team where if three of my four hobbos were to die nect game, I really wouldn't sweat it.
First, I would go for Guard on all your blockers first thing. If you only have one or two Gueards, when it really matters you will not have any as they will all be blocked/pushed/killed out of position. After you get Guard, go for Mighty Blow and you shoudl be able to start really pounding on people.
For hobgoblins, I would put kick on the first one who gets a skill. After that, it's a bit of persoanl preference and platystyle, but since the entire team is lackign n the reroll skills, I am starting off with Sure Hands just so I don't havea repeat of my first game with them where I literally spent seven turns out of the game trying to pick up the ball in the rain.
Honestly, in my opinion, the Centaurs are the heart of the team and I would try to get your second as soon as possible. They are fast and strong and godo at almsot everything. Well mine are, at least, since I have one that is a Blodger with +AG and the other is sitting 3 SPP below his third skill with Dodge and +ST. In fact, one of the porblems I am having is that the Centaiurs are so good at handling the ball that the hobgoblins serve to field kickoffs and, beyond that, are generally just warm bodies that get placed to add assists to block or to swarm a guy who breaks through the line. With AV7, I really don't count on them living that long and am happy taht I have developed a team where if three of my four hobbos were to die nect game, I really wouldn't sweat it.
Reason: ''
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- Super Star
- Posts: 824
- Joined: Wed Jul 06, 2005 5:35 pm
- Location: Gatineau, Quebec, Canada
I second Storch. Guard on all the blockers, then MB.
Get the second Bull ASAP. Unless you are really lucky on your skills rolls (as Storch obviously was), then get Block and Break Tackle on your bulls first. Then you can develop them as you see fit, but I'm not sure that I would specialise them into ball carriers. If there is a touch back, give them the ball for sure. If you have a reroll handy, don't hesitate to pick-up the ball with them. You have a pretty good chance of picking-up the ball. Just make sure you get lots of players in the ball area first so that if you miss the pick-up, your opponent won't be able to pick-it up either.
And the Hobbos. Sure Hands on one, kick on the another, Dirty Player on another. Block on a bunch ... As they die fairly easily, they don't tend to develop too much. But with a few doubles or stats increases, you can develop some interesting Hobbos ...
Get the second Bull ASAP. Unless you are really lucky on your skills rolls (as Storch obviously was), then get Block and Break Tackle on your bulls first. Then you can develop them as you see fit, but I'm not sure that I would specialise them into ball carriers. If there is a touch back, give them the ball for sure. If you have a reroll handy, don't hesitate to pick-up the ball with them. You have a pretty good chance of picking-up the ball. Just make sure you get lots of players in the ball area first so that if you miss the pick-up, your opponent won't be able to pick-it up either.
And the Hobbos. Sure Hands on one, kick on the another, Dirty Player on another. Block on a bunch ... As they die fairly easily, they don't tend to develop too much. But with a few doubles or stats increases, you can develop some interesting Hobbos ...
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Cramy
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- Da Cynic
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