Page 1 of 1

Team for me...

Posted: Thu Apr 22, 2004 4:23 pm
by Khaine
Hmmm I am having a bit of trouble getting into the swing of things under the 3rd ed <4th 5th whatever lrb 2.0 with the rules updates for 3.0 would be :)> from second edition where bashy teams ruled. I like to play a rough game but find that traditional "bashy" teams just don't have enough speed. I'm looking for a team that is not annoyingly lacking in speed or strength. I have been looking at Lizardmen because they seem to have a good mix of str and speed and would be power houses twards the end of a league but still have enough speed to make a go of it. Any suggestions?

Posted: Thu Apr 22, 2004 4:33 pm
by Asperon Thorn
Well. . .Chaos are still very good and aren't really that slow. They start slow in development, but then they really begin to pick up. They also have access to all those skills that make other teams squeel.

Lizards are good, but the Saurus (the muscle) develop sickeningly slow. The skinks (the speed) have an extremely high turnover rate. With stunty (and that +1 to injury) combined with whatever other death dealing skills that your opponents have, they can get killed fairly often. Smart opponents will spend every turn fouling your skinks off the pitch, completely getting rid of your mobility.

Norse, are also a good bashy team that isn't too slow.

Asperon Thorn

Posted: Thu Apr 22, 2004 4:36 pm
by leblanc13
My suggestion is to go with the lizardmen. They have heavy-hitters with the kroxigor and saurus linemen and the skinks give you the speed you want.

I don't think that any other team gives you the combination your looking for out of the LRB. You may want to consider the Pact teams from Blood Bowl Magazine. I think they were reprinted in the 2003 annual as well.

These teams allow you to cherry pick from 3 or 4 different teams and gives you the flexibility to design the team you want.

Posted: Thu Apr 22, 2004 4:51 pm
by Havoc
I think Orcs would be a good choice. Not very fast but hard hitting and well rounded.

Posted: Thu Apr 22, 2004 5:03 pm
by juck101
i say go orc - because very flexible.
Not a lot that they cant do with a bit of planning. Orc very hard with just a few skills and good for bashing. But huge benefit not as one dimensional as many bashy teams

Posted: Thu Apr 22, 2004 5:06 pm
by Khaine
I forgot to mention that my current team is an orc team and I just get totally blown out against the dodgy git teams as I don't have the speed to catch them if they get through the line :). That's what I want even if it's just to put a couple tackle zones on a receiver or runner with the ball...

Posted: Thu Apr 22, 2004 5:45 pm
by leblanc13
If you are getting beat by dodgy teams, spread your players out more.

Try playing with a modified 3-4-4 defense.

Place 3 orcs on the center of the line of scrimmage (Black Orcs are good for this.)

Place 4 orcs 2 spaces back from the front line evenly spaced across the field and place 4 orcs evenly spaced 3 squares directly behind the 2nd line.
Keep your orcs away from the sidelines as you cannot afford to play with fewer men than your opponent. You just can't afford to let your orcs get pushed into the crowd.

Put your blitzers on the inside of your 8 backfield positions so that they are able to reach anyone on the pitch without being tied up too much.

_______________ Line of scrimage
000000xxx000000
000000000000000
00x00x000x00x00
000000000000000
000000000000000
00x00x000x00x00
000000000000000



You should now be able to cover the distance of the field and hit anyone that comes into your side of the field.

Placing all your men on the line of scrimmage in my opinion is a mistake, especially for slower teams. You should have your defense more spread out to deal with speed teams as well as hitting teams.

Posted: Thu Apr 22, 2004 5:48 pm
by Khaine
Thanks for the advice :) can you do the same thing with lizardmen? The biggest problem I have with orcs is my luck with them. I swear half the time my orcs could get man handled by halflings. I like the fact that lizzies can have 6 str 4 and 1 str 5 krox. As for developing slowly hell BO are in the same boat basically. Anyway thanks for all your input.

Posted: Thu Apr 22, 2004 5:56 pm
by Vero
Lizards are having hard time to get even one guy free so I suggest giving two first sauruses break tackle if not doubles. Then skinks do not have to do (so much) blitzing.

Posted: Thu Apr 22, 2004 9:28 pm
by leblanc13
I've never tried my modified 3-4-4 defense with lizards, but it could work if you kept the saurus on the line and in the center of your defensive formation. I wouldn't put as much faith in ST2 skinks being a threat to most runners, but they sure are fast enough to cover the distance to most anyone on your side of the pitch if placed correctly.

Posted: Fri Apr 23, 2004 2:43 am
by Scipio_Publius
Dark Elves

They have speed and 4 blitzers now...thats pretty bashy.

Posted: Sun Apr 25, 2004 2:21 pm
by RedJak
I play orcs regularly and have good success with the 5-5-1 setup vs. fast/dodgy teams...

________________ Line of scrimage
0000|x00x00x|0000
0x00|0000000|00x0
0000|x00x00x|0000
0x00|0000000|00x0
0000|0000000|0000
0000|000x000|0000
0000|0000000|0000

This gives maximum coverage with "stacked dodge zones" - where opp players have to dodge into tackle zones. For stunty teams (where tackle zones don't matter), simply pull the 2nd five back one more square to maximize the number of dodges that have to be made. Just because they can dodge, don't make it easy! Make them dodge A LOT!

Along with this, I put my ball-stripping blitzers in the forward wings. You gotta put pressure on the ball carrier so he can't wait for a hole to be made in such a wide net. One defensive blitzer (stripball, tackle, pass block.. whatever you like and have) stays deep, no matter how much you want to run forward - in case things go really wrong. Of course, the black orcs go up front . Waaargh!

This usually shuts down the 2 turn score, and makes it a challenge to score even after that... Plus it's fluid and fun, which is how I like my games...

Posted: Sun Apr 25, 2004 5:08 pm
by Khaine
Since my last post I've actually gone the exact opposite direction and went for the slowest team with the biggest line of strength I could get. Khemri. I so far have a 1-1-0 record with a khemri team on fumbbl and that's playing DE teams.. It seems mummy cage is an annoyance if the person give you any room to "roll" the cage you can roll right around any opposition and movement 3 isn't that bad if you have a thro-ra running in the middle of the cage. I picked up a khemri team and am waiting for the last 2 mummies to complete the team. I started weith 4 mummies a thro-ra and the rest skellies. 9 ff and 3 TRR. While it may seem weird at first I figure the first couple games are getting to know your team and trying to save for your other players. After 2 games my fumbbl team has ff 11 and has added a blitz-ra and has a blocking mummy and thro-ra. So far so good :).