Human Team first skill rolls

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El_Jairo
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Human Team first skill rolls

Post by El_Jairo »

Hi everyone, I have been lurking a long time here and I have decided te become a little more active in posting.

I have picked up my human team, which are the first models I ever painted. Apart from that they have three games under their belt and the first 4 rolls came out very nice: 1 normal, two doubles and one normal 10.

Here you can see my team.
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As you can see I was lucky my mate wanted to try some dodgy teams: Ogres and Goblins. The Ogres conceded after the eclipse resulting in his Snotling growing stronger but also his Ogres dimished and one had his skull cracked :shock: ouch!

I have picked their skills already but I was contemplating a lot about the following choices instead: pick Dodge on the Thrower and buy another thrower instead of the second catcher.

My strategy now is that my running game will be quite ok with the blitzers I have right now and adding Strong Arm and a second catcher will give me more options in the passing game.

What are your experiences with Human team development? Mine is limited to one tournament in which I ended up last :D

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nazgob
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Re: Human Team first skill rolls

Post by nazgob »

Well, I would say first, that you're off to a flying start.

Second, congratulations on picking humans - an awesome team.

Now to comments - I like your skill progression so far, and as you say, the only one you could alter would be strong arm for dodge. To be honest, it largely depends on your play style. Now me, I use a lot of catchers, always at least two, and at the Casenewydd Cup, I took all four. The human team's main strength is its versatility. Versatility = maximising your MA. Therefore, I run a very fast team. To that end, I wouldn't ditch your second catcher. Two means your can threaten two wings at once, keep your opponent guessing about who your receiver is.

Dodge vs. Strong Arm? I'd probably go dodge, but thats because although I play an aerial game with humans, I only ever do quick or short passes with accurate. However, I have never rolled a strong arm thrower, and if I had, I probably would have taken the long bomb on a 4+.

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purdindas
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Re: Human Team first skill rolls

Post by purdindas »

I mainly agree with Nazgob here, it does depend heavily on your play style. I personally would have done what you did and taken strong arm with a view to getting accurate asap. long passing on a 3+ with a reroll is just awesome.

If you want to see how I have progressed my human team look here:

http://www.albabowl.co.uk/ebbl/index.ph ... &obj_id=34

I only ever run 2 catchers at a time because they are just to feeble and weak in my experience. If I got a strength boost on 1 then I would perhaps run 3 but aside from that its just not worth it.

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Re: Human Team first skill rolls

Post by Smurf »

I enjoy a thrower with strong arm and accurate. Hence I take 2 throwers.

One is to get that strong arm skill and other I play in defence. The problem is when and which. So take the through the paces and develop thrower '1' to get the first skill, if it is not a double give it a defensive skill to be played on defence. The skill up the '2' and keep getting the points that way.

Still have an unshaken belief that the defensive thrower ought to have kick and free up line dudes to do their jobs properly.

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El_Jairo
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Re: Human Team first skill rolls

Post by El_Jairo »

Hi I am looking for some advice on the following skills for my positional players:
This is the list I'm looking for [next skill]:
Blitzer Guard, [Stand Firm]
Blitzer Dodge, [Guard/Tackle]
Blitzer +MA, [Frenzy/Mighty Blow]
Blitzer [Mighty Blow], [Guard]

Thrower Strong Arm, [Accurate/Safe Throw]
Thrower [Block], [Kick/Tackle]

Catcher [Block], [Side Step], [Diving Tackle]
Catcher [Wrestle], [Strip Ball], [Dauntless]

For my linemen I'm looking for a mix of Block and Wrestle and hope they will survive for a next skill.
My Ogre is aiming for Guard, Stand Firm

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Wanchor
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Re: Human Team first skill rolls

Post by Wanchor »

The 8MA Blitzer is a decent candidate for Guard as well, but Frenzy works well also and opens up strategic options that simply don't exist without it. Whether to take Accurate over Safe Throw depends on your play style and how into long passing plays you are. I'm of the opinion that Leader is a great cost-cutting skill for teams with P access, so that's something to consider either now, if you find yourself often short of re-rolls, or later, in order to keep TV down. I'm not convinced of the value of Strip Ball against most teams, since most teams either start with a Sure Hands player or have access to it, and so I'm an advocate of the Wrestle-Tackle combo instead.

Pretty minor stuff, my suggestions. Everything looks pretty good to me so far.

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