Odd CW question - new to LRB 5

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fen
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Post by fen »

datalorex wrote:RRR, wrong. Your argument was Piling on before Claw, not MB before Claw.
No it wasn't. That was Joe's opinion... You might want to go back and re-read the thread, you seem to have read what he wrote as being what I wrote. I've highlighted my opinion in itallics for you.
Joemanji wrote:
fen wrote:tbh that's a mistake. If you want a killer team from the start Mighty Blow is the skill you choose ahead of claw. Honestly I'd go Block, Mighty Blow, Claw every time I'm building a killer Chaos player. That order has always resulted in them topping the league for Casualties.
I might even take Piling On before Claw. MB + PO is the real killer in LRB5, Claw is just situationall awesome against certain teams, and allows Chaos to bash even against Dwarfs and Orcs. Of course you have to go prone to use it, so Claw is better for other players. But for a first killer PO beats Claw hands down.

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datalorex
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Post by datalorex »

fen wrote:No it wasn't. That was Joe's opinion... You might want to go back and re-read the thread, you seem to have read what he wrote as being what I wrote. I've highlighted my opinion in itallics for you.
Ahh, so you were chiming in on my comment to joemanji. You can understand my confusion. So sorry *bows* :)

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Bardbarian
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Post by Bardbarian »

--->Keep in mind the league set-up is meant to play 8/9 games PER SEASON, not 8/9 games over all. Season 2 is an exception in that the league leaders restarted teams in order to allow some catch up by the newer players. You'll see the established Chaos Dwarf, Norse, Khemri, and scrappy Humans return in Season 3. Check out the rosters on the Yahoo page, and you'll realize how much Guard you'll need. Taking Mighty Blow or Claw is not going to be as helpful to you against the big teams, since you won't be knocking them down as often without Guard or Tackle.

See you on Monday nights!

--->Shane

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BadMrMojo
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Post by BadMrMojo »

Hey, Shane.

While I realize we've got the big hitters coming back (having taken a glimpse at the Norse and Human rosters, both of which are quite terrifying), since it's my first season in the league - or any tabletop league for that matter - and I'm prone to thinking a little too far down the road from my FUMBBL days, I was really trying not to get too far ahead of myself. Just an exercise to focus on the task at hand.

I don't mind playing up and if I wind up dumping the team next season and just dealing with the heavier competition, so be it. Alternating weeks with the minors, however, goes a long way and I don't think I'll get too bored with playing the same team. Tzeentch's Hungrily Evil, 'Specially Mighty, Undeniably Remorseless Football Squad should be back for more.**

While the discussion may have progressed a wee bit off topic, I really do appreciate people chiming in. I had missed the annoying +1 for the opponent part of tentacles and the RR on armor or injury on PO and wouldn't have realized either without people pointing it out.

I am starting with a more traditional block/guard routine on the CWs and a mix of PT and SF if any of them progress to a third skill. Doubles would go to sidestep (if I haven't already picked up Stand Firm) or Dodge (if they already have SF).

Beastmen are going to be alternating between the baseline of Block/Guard (eventually picking up a mix of MB, Tackle, etc...) and specialty players - starting with a tackler, one or two CAS machines and then another dedicated ballcarrier. Playing up against Carroll's orcs, I didn't quite get the leeway to skill up the players I wanted, but I came out of it with the win, cash for a spare lino and a decent spread of SPPs. So long as I can keep the AG 4 beastman from hogging the ball too much, the team's in decent shape.

Thanks again, all.


** - also, I need to keep coming up with new acronyms. I figure they might start getting really fun after 15 or 16 games...

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