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Human Team for a Tourney

Posted: Thu Feb 05, 2004 6:55 am
by Ryan
OK first of all this team list is for the Pearly Kings & Queens Tourney

Some of the Important rules include

No Wizards, No Star Players, 1,100,000 gps to spend on your team and any inguries that are taken during the game are removed at the end of each game

So heres the team

Race: Human
3 Re-rolls
6 Fan Factor
4 Linemen
2 Throwers
2 Catchers
4 Blitzers

Posted: Thu Feb 05, 2004 2:02 pm
by ScottyBoneman
Personally, I don't like starting with 2 STR 2 guys. One catcher is definitely needed to draw defenders though.

What is the format- any teams? How many games?

Posted: Thu Feb 05, 2004 2:18 pm
by Zy-Nox
Seems fairly standard,
you could put in another catcher for a thrower, the speed and dodge can help get you assists all ove rthe place,
or you could squeeze in an ogre(just to suck up your oppos strength players)

3 re rolls is fine(most teams will have that)
FF6- generaly ff isnt gonna be important( only for the kick off)
so unless you are hyper paranoid about pitch invasions 50k of that could be spent better elsewhere. :wink:

Posted: Thu Feb 05, 2004 3:48 pm
by gken1
yeah..turn a thrower into an ogre. ST5 will be more useful than the extra thrower or ff

Posted: Thu Feb 05, 2004 7:28 pm
by Dave
less FF, more catchers (if possible) perhaps an ogre

Posted: Tue Feb 10, 2004 2:01 pm
by Tore
ScottyBoneman wrote:Personally, I don't like starting with 2 STR 2 guys. One catcher is definitely needed to draw defenders though.
For a tourney it seems fine to have more than one catcher on the starting roster. One catcher is too big a target, and if he's taken out it gets much harder to score with 'umies.

Go with the Ogre too. Sucks up the blows on defense.

Nice avatar, Scotty. I guess we now know what the Boneman refers to ;)

Posted: Tue Feb 10, 2004 2:06 pm
by DoubleSkulls
I'd go

4 Linemen
2 Catchers
1 Thrower
4 Blitzers
1 Ogre
3 TRR
1 FF
1 Apoth

12 men plus the apoth give plenty of depth while the Blitzers & Ogre should be able to deal with most threats.

Posted: Tue Feb 10, 2004 5:24 pm
by mawph
Id go with Ian, but I might be forced to drop a blitzer for a third catcher and 2 FF might weaken the side a bit though

Posted: Tue Feb 10, 2004 8:49 pm
by littlemute
Either run the running game or the passing game. Four blitzers or four catchers. Decide which you're best at and go with it. Forget the Ogre.

Posted: Wed Feb 11, 2004 9:19 am
by DoubleSkulls
littlemute wrote:Either run the running game or the passing game. Four blitzers or four catchers.
Isn't that giving up the Humans advantage? i.e. they can score against strength teams and bash against flair teams.

Posted: Wed Feb 11, 2004 2:38 pm
by littlemute
I don't see the humans doing much bashing at all, even with four blitzers. All they have is block. You can't count on casualties/knock outs unless you've got 2+ members of your team with mighty blow, so why bother? With an elfy team it's going to be a shoot out if you have four catchers and the running game if you have four blitzers. Against hard slow teams it's going to be a dash to the endzone for easy two turn scores with four catchers and the slow passing game with four blitzers (who make excellent catchers if you've got the rerolls).

Posted: Wed Feb 11, 2004 4:29 pm
by DoubleSkulls
littlemute wrote:I don't see the humans doing much bashing at all, even with four blitzers. All they have is block. You can't count on casualties/knock outs unless you've got 2+ members of your team with mighty blow, so why bother?
:lol: So Orcs, Chaos, Lizards & Dwarves may as well not bother?

This is for a tournament so long term development isn't an issue.

Posted: Wed Feb 11, 2004 4:58 pm
by littlemute
Exactly. The whole preoccupation with causing casualties makes poor blood bowl coaching. You can do a running game with chaos, orks, dwarves and undead without a single casualty caused and still have complete control of the pacing of the game. What I assume you mean by bashing is causing casualties, if you mean executing the running game in order to score that's another issue.

With humans in particular, if you feel comfortable with your running game, why reduce your average strength by fielding catchers? Their only advantage during the run is mobility to give assists. When they sit out cherry picking during the running game they usually end up stunned or worse. And if you're going to go passing, why bother with blitzers, sure one if you can afford it to help break holes in the line (that will develop anyway as the defense closes in on the pocket around your thrower), but more than one and you're reducing the scoring threat you can flood onto the oppositions half of the pitch to score with impunity on turn two or three of any given drive.

Posted: Wed Feb 11, 2004 5:26 pm
by DoubleSkulls
Ah - by bashing I mean a game revolving around caging & clock control rather than trying to score quick TDs. Casualties are a side effect.

The whole point of playing humans is that they are flexible, fielding humans without catchers is less flexible (and they are still very useful to a running game).