Slann tactics and development

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Meradanis
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Post by Meradanis »

GalakStarscraper wrote:Wow ... I definitely do not play Slann like Meradanis.
Hey, that's the best thing to say about a new team, isn't it ? Slann have much room for different development.
Now I don't recommend leaping all the time and every turn ... but I'll frequently leap with Blitzers and Linemen if performing the Leap is worth the gain that it will give me.
When starting the team, I've been amazed with the possibilities of Leap, so I've done it quite frequently. I burned my last Reroll for a Leap roll, my opponent made the touchdown nontheless, and I didn't have any Rerolls for my own offensive. And since they don't have any Reroll savers, I didn't made my touchdowns. After 8 games, I had 1 win (due to good dice), 2 ties and 6 losses. If've started to change my playstyle to "don't Leap around", and from my last 7 games, I've won 5. I realized it's not good enough just to get the ball free by all costs.

Don't get me wrong, my Slann still Leap around sometimes, especially if it opens room for turn that wouldn't be possibly otherwise. But I don't plan on using Leap. I've seen too many "Leap, Reroll, Leap, Casuality" turns to do so. Once burnt, twice shy.
I've found my Blitzer score almost more than my Catchers do. The extra point of ST has usually been more important for viable scoring than the extra point of AG
I made 18 touchdowns with my Catchers, and only 4 with my Blitzers. And I had 4 Blitzers before I bought my 3rd Catcher, so they would have had more time. Seems like we really have a very different playstyle. :)

Edit:
DamianTheLost wrote:What about catcher skills? Sure hands sounds solid, because they should be the main ball carriers. Doubles could get you a decent passing game with AG 4. Also two of them could go pass block and become insane intercept. I kind of like the side step idea across the sidelines but this demands a passing game.
Sure Hands is a solid option. I didn't take it, because I played for quite some time with only 2 Catcher (didn't make any money at the beginning). So I couldn't spare 1 Catcher to pick up the ball, had a Sure Hands lino to do so. Personally, I've done the very conservative Dodge, Block skill up, followed by Catch (if they ever reach 31 SSP's). All those other skills could be extremely nice, but only Blodge helps them to survive a maximum number of games without injuries.

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Post by Joemanji »

I play the way Galak suggests - take some risks. People are happy to make 3+ dodges, and a 3+ leap can get you in much better positions. It's amazing how one successful leap can change the pattern of a turn, stacking up assists etc. But the key is not to rely on it. Use it as an additional tool, but as soon as you have to leap for a turn to work, then your opponent has the upper hand.

The passive threat of Leap is usually enough to make your opponent go where you want him to. I often like to attempt crazy things once or twice just to put the fear into my opponent.

For developments, I'm thinking:

Blizters

Standard = Wrestle/Dodge/Strip Ball > Guard
One guy = Block > MB > PO > Tackle

Catchers

Dodge > Block > Sure Hands

Linemen

Wrestle > Tackle/Kick


I like Wrestle on everyone but the Catchers and one killer Blitzer. Slann win if they maximise the gain from one Leap, and the more opponents on the deck the better in that regard.

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Post by tenwit »

DamianTheLost wrote:What about catcher skills? Sure hands sounds solid, because they should be the main ball carriers. Doubles could get you a decent passing game with AG 4. Also two of them could go pass block and become insane intercept. I kind of like the side step idea across the sidelines but this demands a passing game.

I never had any wrestling players before. Aren't they difficult to skill up?
Sure hands isn't needed with AG4: you've already got 2+ pickups. Put sure hands on one of the AG3 players. Side step, block, catch, dodge, jump up, diving tackle, sprint, sure feet.. these are all good skills (DT isn't to be underestimated on a catcher: they're cheaper than blitzers so it's not so bad to have them on the ground, and once on the ground the lesser strength is no longer important).

Wrestling players can still block (remember, you get to choose to use the skill after you roll the dice). Wrestling players can still take the Block skill, score TDs, make completions, etc. AG3 Wrestlers might earn 5% fewer SPPs than AG3 Blockers, but that's it. At AG1 (like my sauruses), Wrestle has a much bigger impact on SPPs earned.

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Post by DamianTheLost »

tenwit wrote:
DamianTheLost wrote:What about catcher skills? Sure hands sounds solid, because they should be the main ball carriers. Doubles could get you a decent passing game with AG 4. Also two of them could go pass block and become insane intercept. I kind of like the side step idea across the sidelines but this demands a passing game.

I never had any wrestling players before. Aren't they difficult to skill up?
Sure hands isn't needed with AG4: you've already got 2+ pickups. Put sure hands on one of the AG3 players. Side step, block, catch, dodge, jump up, diving tackle, sprint, sure feet.. these are all good skills (DT isn't to be underestimated on a catcher: they're cheaper than blitzers so it's not so bad to have them on the ground, and once on the ground the lesser strength is no longer important).

Wrestling players can still block (remember, you get to choose to use the skill after you roll the dice). Wrestling players can still take the Block skill, score TDs, make completions, etc. AG3 Wrestlers might earn 5% fewer SPPs than AG3 Blockers, but that's it. At AG1 (like my sauruses), Wrestle has a much bigger impact on SPPs earned.
Good stuf tenwit! I never thought about that. But I still feel that you should divide the catchers roles. Maybe two could go the scoring way, and two could have the more defensive role. Also why not make a pseudo gutter runner/war dancer with wrestle/dauntless/strip ball/dodge/tackle or something and a pass blocker?

A sure hands/blodge catcher would make an excellent ball carrier and give the team a passing game. I also think that you need two killer blitzers. One is the frenzy juggernaut, the other the block, MB, PO, tackler

What abaout the kroxigor. I'd go guard/break tackle (to use his Prehensile tail and mobility)/grab/juggernaut. Block would be my first choice on a double with this guy

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Post by tenwit »

DamianTheLost wrote:What abaout the kroxigor. I'd go guard/break tackle (to use his Prehensile tail and mobility)/grab/juggernaut. Block would be my first choice on a double with this guy
Exactly what I'd do. That's what I'm planning for both my krox's (11s and 7s). Grab might be slightly more useful in a Slann team, so you can place victims next to blitzers (for an elf between a blitzer and the krox, PT+DT+2TZ = 6+ dodges. Elf? What elf? That's a ST3 AV7 mummy :) ), so you might want to try grab before BT. But that's a matter of taste.

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GalakStarscraper
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Post by GalakStarscraper »

Another fun thing about Slann for different playing styles.

To have the Kroxigor or not.

Some folks think you need the muscle on the line since you have no really tough or quick players (ie ST 4 or AV 9 or Block or Dodge). Others think he's too unreliable and too expensive.

I'm in the group that doesn't use a Krox ... but I understand those that do.

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Post by DoubleSkulls »

I would have thought the Krox was best utilised on the team as a shock absorber (which is different for lizzies).

With only Av8/ST3 players to sit on the LOS a big old TS Av9 ST5 player seems great - especially against Elves & the like as they can't easily get away. So they would be much closer to the function an Ogre fills on the human team (or maybe a bit like a tree on woodies).

So Guard, Stand Firm etc I would have though natural skills (SF is nice since it improves both Guard and PT).

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Post by tenwit »

I have kroxes on both my lizard teams, but not for the strength. I think that he'd add the same thing to Slann that he adds to Lizardmen: elftrap. Prehensile tail rules, especially if the player dodging out of the PT TZ is also in a DT TZ, which is quite likely on the Slann team.

Though on this team, the probable correct tactic if your elf is in PT and DT TZs at the same time is to put a lineelf or three on the krox for assists, then blitz the it so you leave the DTer's TZ without a dodge. And the krox probably doesn't have block.

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Post by GalakStarscraper »

ianwilliams wrote:I would have thought the Krox was best utilised on the team as a shock absorber (which is different for lizzies).

With only Av8/ST3 players to sit on the LOS a big old TS Av9 ST5 player seems great - especially against Elves & the like as they can't easily get away. So they would be much closer to the function an Ogre fills on the human team (or maybe a bit like a tree on woodies).

So Guard, Stand Firm etc I would have though natural skills (SF is nice since it improves both Guard and PT).
If you pick him up for the team ... I agree completely with Ian's use for him.

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