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Norse tactics
Posted: Wed Feb 18, 2004 6:31 pm
by Nagash
Need some feedback on this one...
In our league a player has decided to go Norse, but he is having quite a lot of trouble winning w. the team...
Whats the deal? Is it meant to be a "very difficult" team to play?
The way I see it...
Block on everyone is an obvious advantage, but Í´ve heard several complain thats its only gonna help in the first 10-15 games. After that your opponents teams are equally developed, and your advantage is gone.
Low armour, average movement and agility means trouble w. cas, being outmanouvered (later outgunned and torn apart) and having trouble moving the ball, if you´re very unlucky...
Access to ogres kinda gives you a bit of punch, and ability to take the boot to the opponent...
Any thoughts on the Pro´s and con´s of this team are appreciated!
Posted: Wed Feb 18, 2004 7:11 pm
by Dave
FRENZYYYYY is IMHO THE strenght of the team. Learn to harness that and they rule, fail in that and get trashed every single time.
Posted: Wed Feb 18, 2004 8:17 pm
by Scipio_Publius
Ya, when they first cam out we had a few Norse teams get torn up pretty bad. 7 AV is just really bad for a team that has to get stuck in.
I had limited success playing them kinda like skaven. I pretty much started with what came in the box 12 players, an apothecary, 9 FF and 2 RR's. The strategy was to always outnumber my opponent. Frenzy guys push people off the field and dirty player lineman stomp on some heads. I kept a deep bench so I would win the attrition war.
Still only won barely 60% of the games but after that experience I have ideas I how I would do them better next time. Starting setup I would not change a thing though just skill selection.
Ogre is nice but I really think the Norse should get a ulfewerner/werewolf. Instead I am making my extra two norse blitzers out of werewolves.
Posted: Thu Feb 19, 2004 1:16 am
by boshka
I did rather well with my norse team it was my first team.
I personally dislike frenzy only because it got me in trouble more then it helped it seemed.
But the good thing about your blitzers is they have access to one of my favorite skills...GUARD
If you have a 4 blitzer line the first skill I would give them all is guard. Unless you roll doubles then I would go for dodge on them.
But with guard used correctly it would turn your front line into a str 4+ wall.
I also like getting your catchers dodge and surehands as soon as possible.
Surehands also great on your passers with accurate.
And as I said I like guard so on doubles that dont increase your str,ag or ma. I would pick up guard or dodge for anyone who normally couldnt get either of those skills.
Low armor does suck but lineman are cheap so not to hard to replace them.
The best part of building a line up with guard is that the other coach has to have more str then you to really be effective. And if he doesnt have the dice to knock you down that 7armor isnt going to matter as much.
As far as the average ag and ma.
So long as your develope both catchers and passers.
Ag3 and Ma6 is plenty to get the job done.
Mind you your going to get alot of suggestions(just know mine are the best)

Posted: Thu Feb 19, 2004 10:23 am
by Kheldar
Take every MOV+ you can get. You wont regret it. Have some on my amazon team and you would not think what a big difference it is from movement 6 to 7.
Posted: Thu Feb 19, 2004 10:28 am
by mepmuff
Don't be afraid of one-die blocks with these guys and foul as much as you can....
Posted: Thu Feb 19, 2004 10:40 am
by Nagash
Thx for all input...
Concerning tactics for the team... A member of this board mentioned that a great tactic would be a wide-zone cage-play => frenzied blitzers are having a field day blitzing players into the crowd...
Anyone had any succes with that? What would you say are the expected troubles for such a tactic? Imo is sounds pretty powerful...
What would you do to counter it? - assuming he forms the cage and starts rumbling... forget about Wizards, thrown goblins, leaping wardancers and the like... I´m talking about "down-to-earth" field play accesible to all teams...
Thx guys!
Posted: Thu Feb 19, 2004 3:20 pm
by gken1
yeah gotta agree with everybody else. frenzy to get players off the pitch. getting player advantage is key. FOul with dirty player to get key players off the pitch. don't follow up blocks unless you can control the dice opponent gets. less hit's for them= less hurt norsemen.
get ogre early to develop him!!! he'll be a linchpin on your line.
Posted: Thu Feb 19, 2004 4:44 pm
by Dave
I adviced that tactic and it works wonders ..
just look at my Eurobowl results ..
Posted: Fri Feb 20, 2004 4:57 pm
by Scipio_Publius
Nagash wrote:Concerning tactics for the team... A member of this board mentioned that a great tactic would be a wide-zone cage-play => frenzied blitzers are having a field day blitzing players into the crowd...
Anyone had any succes with that? What would you say are the expected troubles for such a tactic? Imo is sounds pretty powerful...
What would you do to counter it?
Yep thats pretty much what I used and its the only way to go. You usually out number them to start with by picking a side. Hopefully you push someone off the field with your first blitz and then it will be what ever your opponent gives you.
Counters? The stronger teams are just going to surround you and go toe to toe hoping strength and armor will win and unfortunatly sometimes thats enough. They often have the ability to make your cage a cramped place. Your blitzers are the key to victory. Get Guard first and Standfirm whenever possible and Tackle or Mighty Blow at some point. Once you start getting the skills combined with the existing skills (especially Jump Up) you can keep your cages shape and push more players off the field.
Posted: Sat Feb 21, 2004 5:01 am
by Orange Julius
My advice to your friend...."Kill or Be Killed"
Learn to block, use frenzy to set up other blocks. You must be the aggressor. Don't sit back and let other teams set the tone for the game.
Posted: Sat Feb 21, 2004 12:01 pm
by heinz6
Playing my first league with a norse team. Having a hard time vs. strength teams, but the minoutar is good fun (with old WA-rule!). Knocked over several orcs in the last game, but no injuries...Trying to develop cathchers to discount wardancers: Blodge+leap, which seems to work out nicely.