More Norse Questions
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More Norse Questions
Now I've got questions for my Norse team. I had a great game and even better skill roll results.
This is the first advancement for each of these players.
Thrower: Dbls (I assume Str. skill and Strong Arm is the way to go).
Runner: Dbl 6 (I assume that +1 Str. is the only choice).
Runner: 10 (Tougher call, +1 MV would get him to 8 but +1 AV would make him a tank (for the Norse) with AV8.
Lineman: Dbls (I assume Str. skill and Guard for the boost on the line).
I have two other linemen who have Tackle and none of the rest of the team has managed an advancement.
The rest of the team includes a Berzerker (his bro died game 1 and was raised as a Zombie), 2 Ulfs (0 and 2 SPPs respectively) and 3 linemen in addition to those mentioned above (I had to hire 2 of the 4 journeymen that played in my previous 2 games because they managed to snag the MVP).
I'm looking forward to hearing thoughts and suggestions.
--Frank
This is the first advancement for each of these players.
Thrower: Dbls (I assume Str. skill and Strong Arm is the way to go).
Runner: Dbl 6 (I assume that +1 Str. is the only choice).
Runner: 10 (Tougher call, +1 MV would get him to 8 but +1 AV would make him a tank (for the Norse) with AV8.
Lineman: Dbls (I assume Str. skill and Guard for the boost on the line).
I have two other linemen who have Tackle and none of the rest of the team has managed an advancement.
The rest of the team includes a Berzerker (his bro died game 1 and was raised as a Zombie), 2 Ulfs (0 and 2 SPPs respectively) and 3 linemen in addition to those mentioned above (I had to hire 2 of the 4 journeymen that played in my previous 2 games because they managed to snag the MVP).
I'm looking forward to hearing thoughts and suggestions.
--Frank
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- mattgslater
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Guard on the Lino, but don't feel the need to put him on the d-line. +ST on the one Runner and +MA on the other. Strong Arm or Dodge on the Thrower. Strong Arm Thrower and MA8 Runner gives you a 2-Turn engine... or at least starts you along on it.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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I hate rolling 10s. +MA or +AV. +MA will make a better more effective runner, but he probably won't last as long. If your runners end up in the thick of it then +AV. If you keep them more clear of trouble and can use their speed then +MA.
On balance i'd go +MA. It will give you more attacking options, and will change more games than +AV, although +AV may be better in the long run.
On balance i'd go +MA. It will give you more attacking options, and will change more games than +AV, although +AV may be better in the long run.
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- Funksultan
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I think the choices here are obvious....
Thrower - Mighty Blow. I mean, who doesn't wanna be mighty? And I've seen your thrower in action, and he already blows, so he's half way there already.
Runner - +ST, then fire him. 140K is too much for an AV 7 moving target.
Runner - I'd go with sneaky git. Paint the fig black, and then do everything you can to make him more ninja-like.
Lineman - Nerves of Steel. You're gonna need it against Terrorsqueek! in the playoffs.
Nice rolling Frank. Who woulda ever thought your dice would come outta their comas all at once?!?
Thrower - Mighty Blow. I mean, who doesn't wanna be mighty? And I've seen your thrower in action, and he already blows, so he's half way there already.
Runner - +ST, then fire him. 140K is too much for an AV 7 moving target.
Runner - I'd go with sneaky git. Paint the fig black, and then do everything you can to make him more ninja-like.
Lineman - Nerves of Steel. You're gonna need it against Terrorsqueek! in the playoffs.

Nice rolling Frank. Who woulda ever thought your dice would come outta their comas all at once?!?
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Re: More Norse Questions
Thrower: Strong Arm for sure. Next normal skills are Sure Hands and Accurate. Next double is Dodge. Next is to laugh at the opposition as you bomb pass after pass for the quick score.Frankus Macimus wrote:Thrower: Dbls (I assume Str. skill and Strong Arm is the way to go).
Runner: Dbl 6 (I assume that +1 Str. is the only choice).
Runner: 10 (Tougher call, +1 MV would get him to 8 but +1 AV would make him a tank (for the Norse) with AV8.
Lineman: Dbls (I assume Str. skill and Guard for the boost on the line).

Runner #1: +ST +ST +ST +ST +ST +ST +ST!!!!!!!!!!!
Runner #2: +AV. AV7 is the pitfall of the Norse team; shore that up and you're laughing all the way to the finals.
Lineman: Guard's always a safe choice, but consider Dodge for the all-fun blodger, Side Step to really annoy your enemies on the LoS or Stand Firm to keep the line intact and present some interesting caging possibilities.
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I reckon you're thinking is good-can't turn down the ST, it's always good to have a decent thrower so that you can score quick when you need to (although you're not elves, so it shouldn't be your main game), guard on linemen is great as the Norse do lack guard for a bashing team-all your ST access players have frenzy, so it's difficult to know where they'll end up and your Ulfs should probably get block and MB b4 anything else.
Personally I'd go MA8 on the other Runner, i've done that and it's been great (he scored 2 turnover TDs against some Khemri cos of his speed and blodgability), get him dodge next, then probably strip ball (poss sidestep/tackle). But you may wanna make him AV8 to increase his longevity. It all depends on your playstyle and opponents.
Personally I'd go MA8 on the other Runner, i've done that and it's been great (he scored 2 turnover TDs against some Khemri cos of his speed and blodgability), get him dodge next, then probably strip ball (poss sidestep/tackle). But you may wanna make him AV8 to increase his longevity. It all depends on your playstyle and opponents.
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- Buggrit
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I went with block and tackle on my ulfs first, now one has armour 9 and the other's just gotten guard... My bezerkers are both blodgers, one with MB & Tackle too. LineO's have kick, pass block, tackle. Thrower has Sure Hands and Accurate and my Runners are an oppositions nightmare... one with Blodge, Dauntless, Side Step, Sure hands and AG4 and the other with Blodge, Dauntless, Catch, Fend and Sidestep
Fluffy my snow troll is just a beast.....
5 6 1 8 Loner, Block, Break Tackle, Claws, Disturbing Presence, Frenzy, Mighty Blow, Wild Animal stats of 0 Comp, 5 TD, 0 Int, 19 CAS, 2 MVP for 63 SPP's (a legend in the making I'm sure you'll agree, although which end of the leg he'll make I don't know just yet!!!)
Fluffy my snow troll is just a beast.....
5 6 1 8 Loner, Block, Break Tackle, Claws, Disturbing Presence, Frenzy, Mighty Blow, Wild Animal stats of 0 Comp, 5 TD, 0 Int, 19 CAS, 2 MVP for 63 SPP's (a legend in the making I'm sure you'll agree, although which end of the leg he'll make I don't know just yet!!!)
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Well, my high move Runner got knocked out of his first game back and so Mr. Str. 4 ended up scoring a few more TDs and got his next advancement.
I think it's safe to say that he's going Dodge this time around to increase the odds of staying on his feet and saving my few precious re-rolls.
Now I just need the rest of my team going with SPPs to keep up and give me a little more flavor.
I think it's safe to say that he's going Dodge this time around to increase the odds of staying on his feet and saving my few precious re-rolls.
Now I just need the rest of my team going with SPPs to keep up and give me a little more flavor.
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- datalorex
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So what did you end up taking on your other players? Rituro ended up giving you the best (and obvious) choices.Frankus Macimus wrote:Well, my high move Runner got knocked out of his first game back and so Mr. Str. 4 ended up scoring a few more TDs and got his next advancement.
I think it's safe to say that he's going Dodge this time around to increase the odds of staying on his feet and saving my few precious re-rolls.
Now I just need the rest of my team going with SPPs to keep up and give me a little more flavor.
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This is what I went with:
Njall Play Caller (Thrower): Dbls Strong Arm was the way to go. He's actually completing passes lately.
Bjorn the Sure Handed (Runner): Dbl 6 +1 Str. was the only choice). For his next skill (normal), I went with Dodge although some other skills were tempting.
Ulric the Ready (Runner): +1 MV makes him really quick offensively and defensively. After scoring 3 TDs today, he's due for a skill (Normal). I'm pretty that making him a Blodger is the way to go to keep him on his feet.
Haki (Lineman): Dbls I went for Guard for the boost on the line. It's been pretty helpful but I would really like two guys with Guard in the trenches or ready to stop cages.
Kabbi and Borgeirr (Linemen) both got tackle although I have not faced too many dodgers recently.
The question now is what do I go with with the berzerker. It seems everyone suggests Guard but it doesn't seem like a very berzerk skill. I would think Mighty Blow or Strip ball would be more fitting to either take people out or create scoring opportunities.
I also have two Linos within 2 SPPs for advancement and another three players (Thrower, Ulf, and Lino) within 6 for their second advancement. So I'm starting to think about what to do with them. Unfortunately, my next game will probably be against the other Norse team so I may not see many SPPs.
Njall Play Caller (Thrower): Dbls Strong Arm was the way to go. He's actually completing passes lately.
Bjorn the Sure Handed (Runner): Dbl 6 +1 Str. was the only choice). For his next skill (normal), I went with Dodge although some other skills were tempting.
Ulric the Ready (Runner): +1 MV makes him really quick offensively and defensively. After scoring 3 TDs today, he's due for a skill (Normal). I'm pretty that making him a Blodger is the way to go to keep him on his feet.
Haki (Lineman): Dbls I went for Guard for the boost on the line. It's been pretty helpful but I would really like two guys with Guard in the trenches or ready to stop cages.
Kabbi and Borgeirr (Linemen) both got tackle although I have not faced too many dodgers recently.
The question now is what do I go with with the berzerker. It seems everyone suggests Guard but it doesn't seem like a very berzerk skill. I would think Mighty Blow or Strip ball would be more fitting to either take people out or create scoring opportunities.
I also have two Linos within 2 SPPs for advancement and another three players (Thrower, Ulf, and Lino) within 6 for their second advancement. So I'm starting to think about what to do with them. Unfortunately, my next game will probably be against the other Norse team so I may not see many SPPs.
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If your thrower doesn't have Accurate, that should be his next skill.
As for the Beserker, Mighty Blow is never a bad choice. Strip Ball could be interesting but might be a waste if he never gets close to a ball carrier.
As for the Beserker, Mighty Blow is never a bad choice. Strip Ball could be interesting but might be a waste if he never gets close to a ball carrier.
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