Doubt there's much consensus. I'd still take it, especially in a long league for three reasons.
1) He brings in MB on the first game (big deal on the LOS).
2) He's slowish to skill up (he doesnt get to blitz), but fantastic with skills (Block, Guard, SF, PO)
3) He can get guard (only 5 players in the whole team can!).
So I'd start with dull & probably pretty balanced:
1x Ogre 140k
4x blitzer 360k
7x Liner 350k
3x RR 150k
Can take a apoth if you like instead of the 7th lineman. This lowers you chance of winning the first game but increases your chance of not losing a player to injury on the first game. Can get all the throwers&catchers later, skilling up liners, blitzers & ogre should be your priority as the surehands throwers and catch catchers will hog all the spps as soon as they come around.
Human development and strategy
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- Super Star
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Re: Human development and strategy
Reason: ''
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- mattgslater's court jester
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Re: Human development and strategy
Play the Ogre.
1 he is a diversion
2 If he gets the ball (by what evermeans) let him score
3 Don't play him on the LOS in defence (that's the Linemans' job)
4 Use him as the blocker (Stand Firm and grab would be nice)
5 IMO play him like a big player and not just a rabid hitter
1 he is a diversion
2 If he gets the ball (by what evermeans) let him score
3 Don't play him on the LOS in defence (that's the Linemans' job)
4 Use him as the blocker (Stand Firm and grab would be nice)
5 IMO play him like a big player and not just a rabid hitter
Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
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- Legend
- Posts: 3544
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- Location: Christchurch, New Zealand
Re: Human development and strategy
IMO the best first normal skill on Human Catchers (built as receivers) is Diving Catch.
Combined with Accurate on the Throwers, it gives you a 2+ to 2+ passing game with in-built re-rolls (plus improved likelihood of catching inaccurate passes). This gives you a passing team with running options (previously, the Humies were more a running team with passing options).
The best double IMO is Nerves of Steel. Catchers get plenty of SPPs - they will get to their second normal skill (Block) soon enough.
Hope this helps.
Combined with Accurate on the Throwers, it gives you a 2+ to 2+ passing game with in-built re-rolls (plus improved likelihood of catching inaccurate passes). This gives you a passing team with running options (previously, the Humies were more a running team with passing options).
The best double IMO is Nerves of Steel. Catchers get plenty of SPPs - they will get to their second normal skill (Block) soon enough.
Hope this helps.
Reason: ''
Smeborg the Fleshless
- Blammaham
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Re: Human development and strategy
I don't know if this has been mentioned but EVERY double I get on the linesmen I give them Gaurd, Just to hang in there with the lesser light bash team a bit. Your never gonna slug it out with Orks and Dwaves but you can hang in there with Undead and it helps push around the lightweights even better. I also ALWAYS take the Ogre. Not for any stratigic advantage but I think they are just fun and mt model is really cool, and that counts for somthing!S.
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Outstanding painting. Spike 2009!