Norse team starting

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kk
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Post by kk »

mattgslater wrote: Why 4 TRRs and 1 Ulf over 3 TRRs and 2 Ulfs?
The reason is that especially in a somewhat short league buying rerolls at the start is better as the cost increases afterwards. As Norse team lacks normal reroll skills (sure hands, catch for handoffs) and makes a lot of blocks (also with 1 die because of frenzy) the rerolls are needed. It basicly is just a lot more cost effective to buy a 2nd Ulf after first or second game instead of spending the same money on a reroll. As previously said, AV7 team needs reserves so that extra lineman is hardly useless.

Of course it could be argued that a team does not need as many as four rerolls at all. Feel free to make me change my mind =)

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Post by Duke Jan »

I'm thinking of starting my first Norse team now and found this thread rather intersting so far. I was thinking of the following line-up:

5 Linemen
2 Throwers
2 Runners
1 Berserker
1 Ulf
3 Re-Rolls
1 Apo

I want to start with the runners since they are easy to develop into blodgers.

I am now thinking of trading in a re-roll. I tend to start chaos with 3 and find it enough, they need their re-rolls for AG rolls and blocking. The Norse will need them for the AG rolls just as much, but less so for the blocking.

So is it worth to:
Take 2 re-rolls and take an extra lineman to cope with the AV7?
Take 2 re-rolls, 4 lineman and 2 Ulfs to start developing the Ulfs earlier? Ulfs are nearly as expensive as a re-roll at double cost.

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Thadrin
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Post by Thadrin »

FWIW - I just started a Norse team.

Went with:
2 Runners
2 Berzerkers
1 Ulf
7 Linemen
3 Rerolls

to start out. Lost a lino game 1 (against Necros, 1-1 draw) and had crap winnings, luckily didn't lose anyone game 2 (Pact, 1-1 again). More crap winnings. So I'm pretty much back where I started, though my Ulf now has Block and one Lino got an AG up. Aiming to get up to at least 14 players.

I see no reason to ever take a thrower, beyond possibly as a way of getting easy access to Leader. I'll probably buy a Lino instead and use a thrower model for mr AG4.

I wouldn't mind seeing a minor change to the Norse: rename the Runners as Blitzers (keeping the nomenclature of the rest of the team intact) and renaming the Throwers "Runner", giving them Sure Hands instead of Pass. Might make the team too good, but at the moment there is - as I said - IMO no reason to ever have a thrower.

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purdindas
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Post by purdindas »

Yeah why would you ever want to pass the ball except to get easy SPP's. It's just to damn risky IMO.

Incidentally thads starting team is the one I would take. Don't know what he's got to complain about though. AG 4 Lino and block on an ULF! You lucky £&^*#~! :P

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Post by mattgslater »

Really. AG4 lino makes everybody better. Now you don't have to build a Runner as an outlet to develop a comp rotation (you can even Comp with Ulf #2 if you have a TRR or are playing garbage time... don't do it on the Ulf with Block unless he needs 1SPP). This guy can distribute Comps AND TDs. That's worth 20k on two different players (namely, a Thrower and a Runner), one of which doesn't cost a skill and comes with an access category, but the other throws a player off the team's natural track. Rejoice, for now your team rocks.

I'd build another guy with Sure Hands, which is also what I'd give this guy at 16 SPP unless he rolls doubles (Dodge) or a stat (+MA on double 5). You can get the ball with this guy, or you can get it with someone else and QP to this guy. Farming is so much more efficient than hunting, and safer: when you're AV7, Skulls can kill, but fumbles only kill if you don't plan them right or if you get really unlucky on the next turn's pickup.

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Post by Thadrin »

I'm overjoyed (I think my opponent was a bit happier though...his pact Gobbo also got +AG...though the crowd did make him MNG). The MVP hit on exactly the right player.

The team doesn't quite rock...need a couple more bodies first...but it's a pretty damn good start.

I have absolutely no complaints...and yes, Sure hands is absolutely the next skill on AG boy. I'm probably looking at splitting my Runners into one offensive (dodge, catch, possibly sprint) and the other defensive (tackle, Sidestep, possibly diving tackle).

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Post by mattgslater »

I'd get both Runners Dodge as a first skill. Tackle is a better Lineman skill: you only need one or two given how much Frenzy you have.

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Post by purdindas »

Here's how my Norse team looks after 9 games with a record of 5/3/1. TV is 138

ST - 22 SPPS - Block, Dodge (2 Doubles skills!)
2 beserkers - both on 4 SPP's
1 Runner - 7 SPPS - Sure Hands (Lost a blodging one recently)
1 runner - Rookie
1 lino - 11 SPPS - Tackle
1 lino - 12 SPPS - Kick, -1MA
1 lino - 15 SPPS - Guard
1 lino - 2 SPPS
1 lino - 4 SPPS
1 lino - 3 SPPS - -1MA
1 Ulf - Rookie - -1MA (Thinking of sacking him)
2 Lino's - Rookies

I'm quite pleased with the team so far. It would be nice to have some skills on the beserkers and the Ulf. Some more guard would be nice preferably on the lino's as then I can give other skills to the positional players. Iv'e suffered 3 dead lino's and a blodging sure hands runner but my cas difference is +5. The Snow Troll is prolific with 6 casualties in 9 games, I love this guy!

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Post by stormmaster1 »

sack the -ma ulf. easier now than if he skills up.

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