Human Team
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Human Team
I am thinking of starting up a human team with the following.
Blitzer: 4
Lineman: 6
Catcher: 1
Rerolls: 5
Fan Factor: 2
With 5 rerolls some would say - way too much, but it will help develop the linemen. Using the catcher as a runner (Block first, then Sure Hands).
First Apo, then saving for an Ogre and then a second catcher (develop catcher skills) and then a thrower (develop thrower skills).
I think this will work good with other rookie teams.
Have anyone tried this out? Do you have a better starting list?
Thanks for all comments.
Blitzer: 4
Lineman: 6
Catcher: 1
Rerolls: 5
Fan Factor: 2
With 5 rerolls some would say - way too much, but it will help develop the linemen. Using the catcher as a runner (Block first, then Sure Hands).
First Apo, then saving for an Ogre and then a second catcher (develop catcher skills) and then a thrower (develop thrower skills).
I think this will work good with other rookie teams.
Have anyone tried this out? Do you have a better starting list?
Thanks for all comments.
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- DoubleSkulls
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Humans don't need a lot of rerolls - I would have thought 4 was plenty and I'd normally start with 3. With sure hands, pass & catch already its only AG work with the blitzers & blocking that need them.
I do like starting with the Ogre too, as a punch bag on the LOS, so I'd drop 2 rerolls & a lineman for the ogre. Then probably swap 1 FF & the extra 10k & a lineman for the thrower too.
I do like starting with the Ogre too, as a punch bag on the LOS, so I'd drop 2 rerolls & a lineman for the ogre. Then probably swap 1 FF & the extra 10k & a lineman for the thrower too.
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Ian 'Double Skulls' Williams
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Also I'd tend to prefer starting with throwers over catchers. Catchers, because they get the majority of the TDs, tend to skill up quite quickly. Throwers only get completions so are slower - but having an accurate/strong arm thrower gives you a very good long range passing game that every team needs to defend against.
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Ian 'Double Skulls' Williams
- mattgslater
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4x Blitzer
2x Catcher
2x Thrower
4x Lineman
3x Re-Roll
1x Fan-Factor
You don't need 5 Re-rolls to skill up your Linemen: moreover, as you can only use one per team turn, Re-rolls are not even the most effective way to do it. Use the Linemen to pick up and throw to the Catchers, or use the Throwers to pick up and throw to the Linemen: either way, this is one less roll you might need a TRR for. If you don't like 12-man rosters, or if you want to start out really aggressive, drop a Catcher and a Thrower, and pick up an Ogre. 4 Re-rolls on a Human team is diminishing-returns territory: the fifth is half-value for a mediocre coach and less for a good one.
2x Catcher
2x Thrower
4x Lineman
3x Re-Roll
1x Fan-Factor
You don't need 5 Re-rolls to skill up your Linemen: moreover, as you can only use one per team turn, Re-rolls are not even the most effective way to do it. Use the Linemen to pick up and throw to the Catchers, or use the Throwers to pick up and throw to the Linemen: either way, this is one less roll you might need a TRR for. If you don't like 12-man rosters, or if you want to start out really aggressive, drop a Catcher and a Thrower, and pick up an Ogre. 4 Re-rolls on a Human team is diminishing-returns territory: the fifth is half-value for a mediocre coach and less for a good one.
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My team is
4 Blitzers
2 Catchers
1 Thrower
5 Linemen
3 RR
3 FF
It has seen me through two matches so far, most halfs ending with one re-roll left, one with me using the last RR in the last turn.
So I have not yet needed more. Remember that there results on the kick off table will sometimes give you an extra RR, so five is perhaps a bit OTT.
4 Blitzers
2 Catchers
1 Thrower
5 Linemen
3 RR
3 FF
It has seen me through two matches so far, most halfs ending with one re-roll left, one with me using the last RR in the last turn.
So I have not yet needed more. Remember that there results on the kick off table will sometimes give you an extra RR, so five is perhaps a bit OTT.
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I think doubleskulls has got it right with throwers over catchers (especially if you want to develop your linemen).
As for Ogre, for me it depends on the league. Bashy? Yes as a road block on the LOS. Agile? No, as it's pricey and less reliable than your linemen.
So my two rosters would be (and I'm guessing long league as you were trying to develop linemen):
140 Ogre
360 4 Blitzers
70 1 Thrower
250 5 Linemen
150 3 Rerolls
30 Fanfactor 3
360 4 Blitzers
140 2 Throwers
250 5 Linemen
200 4 Rerolls
50k for Fanfcator bank etc (suggested FF3 Bank 20)
Both 11 men rosters due to Journeymen and to match the 11 men in your roster.
As for Ogre, for me it depends on the league. Bashy? Yes as a road block on the LOS. Agile? No, as it's pricey and less reliable than your linemen.
So my two rosters would be (and I'm guessing long league as you were trying to develop linemen):
140 Ogre
360 4 Blitzers
70 1 Thrower
250 5 Linemen
150 3 Rerolls
30 Fanfactor 3
360 4 Blitzers
140 2 Throwers
250 5 Linemen
200 4 Rerolls
50k for Fanfcator bank etc (suggested FF3 Bank 20)
Both 11 men rosters due to Journeymen and to match the 11 men in your roster.
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I also like DoubleSkulls take on it. Definately go the thrower to start than the catcher, as at ST2 the catchers are automatic victims, even against elves. A thrower means you already have a re-roll any time you pick up the ball, and pass the ball without needing a team reroll.
Also, I've started 2 human teams, and the one with the ogre had a much more successful start than the without, so I recommend the ogre. Although the ogre tends to be less reliable than the lino's, typically with their high armour it's better to take a both down result against elves than fret about not having block. And to avoid needing to roll bone head, if you don't move your ogre, he can't fail bonehead, so he remains a Str5 tacklezone that people will avoid, or overcommit resources to in an attempt to remove him. Either way it's a win for the human team.
That all said, I've only played 2 seasons with humans, so take my advice with a grain of salt!! Good luck.
Also, I've started 2 human teams, and the one with the ogre had a much more successful start than the without, so I recommend the ogre. Although the ogre tends to be less reliable than the lino's, typically with their high armour it's better to take a both down result against elves than fret about not having block. And to avoid needing to roll bone head, if you don't move your ogre, he can't fail bonehead, so he remains a Str5 tacklezone that people will avoid, or overcommit resources to in an attempt to remove him. Either way it's a win for the human team.
That all said, I've only played 2 seasons with humans, so take my advice with a grain of salt!! Good luck.
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I startet with the first roster. It works not too bad. Ogre has allready guard, one blitzer guard and 3 lineman skilled up. Thats after 4 Games. I had 2 early deads so my team now constists of the starting crew + an apo.PubBowler wrote:I think doubleskulls has got it right with throwers over catchers (especially if you want to develop your linemen).
As for Ogre, for me it depends on the league. Bashy? Yes as a road block on the LOS. Agile? No, as it's pricey and less reliable than your linemen.
So my two rosters would be (and I'm guessing long league as you were trying to develop linemen):
140 Ogre
360 4 Blitzers
70 1 Thrower
250 5 Linemen
150 3 Rerolls
30 Fanfactor 3
360 4 Blitzers
140 2 Throwers
250 5 Linemen
200 4 Rerolls
50k for Fanfcator bank etc (suggested FF3 Bank 20)
Both 11 men rosters due to Journeymen and to match the 11 men in your roster.
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not played humans under lrb 5 yet (will do very soon though) but i'd go for a slightly modified version of pubbowlers first line up.
as has been said already, take a thrower over the catcher. for what you lose in speed, you make up for in strength, armour and a free re-roll (sure hands skill). it does seem like you're starting a reasonably long league and as catchers can skill up quickly i'd prefer to take them a bit later on in the season (after 4 or 5 games) once the rest of the team starts to get skilled up.
as for the muscle, well 4 blitzers is a given. i'd also take the ogre. simple fact is that extra bit of muscle on the line. your opponent will either stay away from him, or gang up on him. if the latter happens then you've managed to effectively get "men up" without inflicting casualties as yet. it'll make scoring that bit easier.
the only real change i'd make is the fan factor. if you really want fan factor then take 1 and have 1 assistant coach and 1 cheerleader. personally i'd keep it as fan factor 0 and bank 30k. even if you roll a shocking roll at the end of the game, chances are you'll be able to afford at least your apothecary if not something else.
with the amount of in-built re-rolls in the team 3 should be plenty.
as has been said already, take a thrower over the catcher. for what you lose in speed, you make up for in strength, armour and a free re-roll (sure hands skill). it does seem like you're starting a reasonably long league and as catchers can skill up quickly i'd prefer to take them a bit later on in the season (after 4 or 5 games) once the rest of the team starts to get skilled up.
as for the muscle, well 4 blitzers is a given. i'd also take the ogre. simple fact is that extra bit of muscle on the line. your opponent will either stay away from him, or gang up on him. if the latter happens then you've managed to effectively get "men up" without inflicting casualties as yet. it'll make scoring that bit easier.
the only real change i'd make is the fan factor. if you really want fan factor then take 1 and have 1 assistant coach and 1 cheerleader. personally i'd keep it as fan factor 0 and bank 30k. even if you roll a shocking roll at the end of the game, chances are you'll be able to afford at least your apothecary if not something else.
with the amount of in-built re-rolls in the team 3 should be plenty.
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