Lightweight Norse

Want to know how to beat your opponents, then get advice, or give advice here.

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Father911
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Post by Father911 »

GreedySmurf wrote:I had my runner with the ball parked in front of the endzone for about 5 turns while I kicked the hell out of the ogres left on the pitch. By turn 16 there was only 2 Ogres left on the field, and both refused to get up, (no not bonehead, the coach just refused to stand them up) so I only got one shot at an injury with a foul :D Very Satisfying result. :smoking:
You stalled for 5 turns and then fouled on the last turn? Dirty pool old man, dirty pool...

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GreedySmurf
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Post by GreedySmurf »

Ordinarily I'd agree, and in fact I fouled more in that game than in probably the last 4-5 games combined.

I think I was justified in that the coach is the absolute biggest trash-talker in the league, and had been talking up him murdering me in the day before the game. Plus and possibly more importantly, there is an unofficial bounty on the Ogres from this team, in the form of a six-pack of frosty golden brew if you manage to permanently kill one :D .

So I figured worst case I get ejected and only win 1-0 rather than 2-0.

So Dirty Pool? Probably yes, Emminently satisftying? Definitely :evil:

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tomlloyd
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Post by tomlloyd »

Does anyone here use throwers on their Norse? I've been experimenting with them in one off games and they seem a bit pointless? I see the runners developing down the running rather than catching route, so the throwers are then only really useful for scooping up the kick off and making a hand-off to set things rolling, which could be easily achieved by a lineman with sure hands and kick off return anyway.

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voyagers_uk
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Post by voyagers_uk »

I have used Throwers merely to Threaten the passing play.

if I only took runners then my opponent would know that a passing play is a reroll risk for me and that he can set-up to defend the run.

one-dimensional thinking is a surefire way to lose :roll:

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Ikterus wrote: But for the record, play Voyagers_UK if you have the chance. He's cursed! :P
tomlloyd
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Post by tomlloyd »

Good point, if I can find a spare 20k in my starting lineup when my league starts I might upgrade a lineman. That said though, straight out the bag, a runner-runner or even runner-blitzer passing play is only marginally more risky and can be quite deceptive.

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Cramy
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Post by Cramy »

Or get the thrower later if you don't have enough cash to buy him in your stating roster.

That's what I tend to do with Skaven. I get the thrower later. I'm considering the same strategy with Orcs. Planning to start with 4 BoBs, 4 Blitzers and 3 Linemen, and buy Goblins and Throwers later. Mostly to have the option of a passing play to throw my opponent off-guard, not to pass too much.

In my last try with Orcs, I tried the passing style right off the bat, and it didn't work very well (although it could have been me not doing it right).

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Post by tomlloyd »

Yeah I'm definitely going down that route with my Skaven this time around, just hope I'm as lucky with agility rolls this time round as with my last team- had 2 AG5 gutter runners, made scoring almost too easy!
I think I'm gonna start the norse as a solid running team and add the throwers for versatility a bit later.

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miklovelka
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Post by miklovelka »

So I'm playing again in a league for the first time in like 10 yrs. I beat the snot out of a skaven team game 1. Got an improvement for a lineman. I chose Tackle skill (was this smart) so that I could be a more efficient blocking machine (and probably becasue I just got done playing against those Dodgey rats!!)

Next I play Necro team w/ 2 WW, 2 Ghouls, 2 Wights, 2 Flesh Golems, and 3 Zombies. I repeat, the last time I played was in 1995, and when I played against Necro then, I got smashed to hell. everyone injured, ko'd, dead...etc.

My current roster is 2 Ulf, 2 Berserkers, 2 thrower, 6 linemen (one with Tackle). You guys have any advice as to how I should approach these undead sacks o'crap?

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voyagers_uk
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Post by voyagers_uk »

necro in 1995? I assume you mean generic undead back then

Mummies and such....

it is a shame you do not have runners (Dauntless is great against Golems)

My first skill advance was also a lineman who took tackle, great against Ghouls....

don't show fear, just crack dem bones apart.

take out the ball carriers and watch the rest of the team fail to move the ball.

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kithor2002
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Post by kithor2002 »

And the WW aren't a menace to you anymore as claws are useless vs your team. :wink:

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voyagers_uk
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Post by voyagers_uk »

I used my Thower in a pass option QB sneak roll last night to score. once he was halfway into the lizardman half I had more options than I knew what to do with....

I needed a TD from him to gain a skill though so went with him and let the balance of the team play smash mouth.

The runners were so instrumental in starting 2dice block chains off

really loving playing them...

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Post by voyagers_uk »

Ok, so getting close to the end of the next game and feel like countin' some chickens....

QB has a new skill coming and assuming no stat increase, I intend to give him leader - is there anything else I should consider? I am nervous to give him dump offas I don't yet trust AG3 for passing whilst in tackle zones


at least one other player will be getting a skill, either a berserker or a lineman who already has tackle I was thinking piling on for the berserker and sneaky git for the lino. Would you guys choose the same?

:roll:

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Post by Mad Jackal »

voyagers_uk wrote:Ok, so getting close to the end of the next game and feel like countin' some chickens....

QB has a new skill coming and assuming no stat increase, I intend to give him leader - is there anything else I should consider? I am nervous to give him dump offas I don't yet trust AG3 for passing whilst in tackle zones


at least one other player will be getting a skill, either a berserker or a lineman who already has tackle I was thinking piling on for the berserker and sneaky git for the lino. Would you guys choose the same?

:roll:
I don't know what your re-roll situation is, so Leader is of course a consideration. I might also look into Kick off return on your thrower? Does he have any skills at all right now? Sure hands is a consideration to save re-rolls o pick ups and protection from strip ball. Obviously thought could be given to accurate to increase the threat of long(er) passing and make those late half 2 turn scores much easier.

With doubles I'd look into Strong Arm or maybe catch (to go with Kick off Return for a run and pitch offense.)

Norse linemen need Doubles to get Sneaky git I think. You might be wanting a dirty player to protect your prone Piling on Fellows. Tackle is good, I like at least 1 kicker.

I'd take Piling on on the Blitzer or maybe Mighty Blow. Statistically Piling on is weaker (I think) but with the built in jump up you can afford to use it more as the penalty (lose 3 point of move) is weakened.

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Post by voyagers_uk »

only 2 rerolls to start with.

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Post by Mad Jackal »

I can't argue against getting a 3rd re-roll which would cost 100k and TV value at 50k for only 20 in TV at the cost of a skill on a player you don't use much...It is a solid skill choice.

But if you liked sending the thrower deep into the other half and having lots of options, kick off return would be good to have too. It will provide you with more options at set up and possible give him +3 move to keep up with your runners and more foreward blitzers.

I think when my throwers develop I'll be taking one with Leader then Sure hands and accurate, and the other with kick off return and maybe NOS + dump off.

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