Starting Norse

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PairODice
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Starting Norse

Post by PairODice »

Considering
2 Runner/Catchers
2 Ulfwerner/Norse Werewolves
1 Thrower
6 Linemen
3 Re-rolls
1 Apothecary

There are a couple of other starting Norse teams in the league with riskier builds. I am wondering if I would be better served giving up some position players to have a roster of 12?

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sunnyside
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Re: Starting Norse

Post by sunnyside »

I'd say yes. I'd lean towards ditching the thrower or second runner. Or, if you're feeling brave, drop the APO for game one.

The bottom line is that the str3 Norse positionals are fragile, prone to dying, and until you get some SPPs on them are frequently not going to perform better than the Norse linemen.

However I find that you really want that 12th player for Norse, as the team doesn't play well outnumbered.

Focus your SPPs on the positionals, especially Ulfs if you ever get the chance, and add more positionals as you skill up the ones you have.

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PairODice
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Re: Starting Norse

Post by PairODice »

sunnyside wrote:I'd say yes. I'd lean towards ditching the thrower or second runner. Or, if you're feeling brave, drop the APO for game one.

The bottom line is that the str3 Norse positionals are fragile, prone to dying, and until you get some SPPs on them are frequently not going to perform better than the Norse linemen.

However I find that you really want that 12th player for Norse, as the team doesn't play well outnumbered.

Focus your SPPs on the positionals, especially Ulfs if you ever get the chance, and add more positionals as you skill up the ones you have.
The tough part is that dropping a second runner or the Thrower is not enough to get a 12th player; dropping both a Runner and the Thrower works or dropping an Ulfwerner but am I loathe to field a Norse team with just one frenzy player. Dropping the Apothecary does not make sense though some may see the 12th player or Apothecary option to be the same thing. If I went with 12 players, I would drop an Ulfwerner to get two more linemen and maybe even drop a Runner for a Lineman so I could have 50 in the treasury towards a later purchase and a possible Bloodweiser babe inducement in the opening game. I could also see then exchanging the remaining Runner for a Blitzer/Berserker to have 2 frenzy players. The potential problems are only 3 position players and linemen (9 to start) bloat. Having played with just two Re-rolls before, I do not see that as a desirable option.

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bungo_underhill
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Re: Starting Norse

Post by bungo_underhill »

I think bezerkers are better value than runners. And if you want to utilize frenzy, having it on a player with Block makes it more reliable.

Also as the team develops Runners will proably skill quicker so you might want to start playing with the zerkers sooner.

I started my Norse team without a thrower and still haven't bought one. Without sure hands they don't actually help you get the ball, and with no agility 4 guys or people with the catch skill, the passing game isn't really a great option for the Norse. I think a lineman with sure hands will be better value TV wise than a thrower, although a thrower with Leader goes some way to offset this - but you'll probably want sure hands first anyway...

My thoughts ditch the apoc for game one, switch runners for bezerkers, drop the thrower for a single runner and bank 30k to buy an apoc after game one.

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mattgslater
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Re: Starting Norse

Post by mattgslater »

On paper, I think Runners seem cooler: Frenzy on the Berserkers seems redundant, and MA7 on an all-MA6 roster really is a big deal. But in a league format starting with your Berserkers and picking up the Runners over time gets your system flowing faster and makes it much easier to build your toolbox.

@bungo_underhill: awesome sig.

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bungo_underhill
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Re: Starting Norse

Post by bungo_underhill »

@mattgslater: Thanks!

I agree MA7 is certainly nothing to be sniffed at but I think development wise all of the Bezerkers skills are useful for how you'll want to build them, where as Runners are likely not to use dauntless that much so are effectivly paying 40K for +1MA and agility access..

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Re: Starting Norse

Post by solarflare »

One of the great things about the norse team is that you can be successful with a number of approaches. I think one of the most important things to team development is to not play against super bashy teams in the first few games. Of course, this is not always entirely under a coach's control... (I also like the apothecary to start. Taking a big casualty early on can really hurt the team.)

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sunnyside
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Re: Starting Norse

Post by sunnyside »

I do like having at least one runner to start with as a ball carrier. They do well at it, and you're less likely to lose your investment as dodge helps keep them alive.

Zerkers have a way of expiring. Though I suppose the early games where Norse have it easier could be a good time to give them the ball and get them some skills quick.

Though in any case if the opportunity is reasonably there, I say had off to Ulfs so they can score whenever you can. They're harder to skill up, but pure awesome when you do.

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mattgslater
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Re: Starting Norse

Post by mattgslater »

I have the opposite problem. My Runners keep hogging SPP, then dying. So I've mostly stopped scoring with them.

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ravyn
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Re: Starting Norse

Post by ravyn »

in my last league, I ran the second place overall norse that were beaten only by woodies in points. My starting lineup was 1 thrower, 2 runner, 2 beserkers, 6 linemen. First purchase apo. next ulf #1 then replaced dead player, snow troll

my team beat the skaven, dwarves, chaosx2 so i think they did well

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