human tactics
- crunked1
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human tactics
any coaches out there who play a human team have any interesting playing styles or kickoff setups they would like to discuss. Or maybe some passing or running tactics. I use more of a powergame style. my dice aren't dodge friendly.
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[color=orange]nuffle[/color] needs to bless my dice sometime...
Sky Blimp Judge, Reformed Church Of Nuffle
Sky Blimp Judge, Reformed Church Of Nuffle
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When playing humans your main objective is to play the opposite game of your opponent.
If you start to do the same as him you will lose.
Do not rely on dodging and your passing game against elves, knock them to the ground instead.
Do not start a blocking war against dwarves, run around them instead.
Do not plan to outnumber an orc team, dodge and pass instead.
If you start to do the same as him you will lose.
Do not rely on dodging and your passing game against elves, knock them to the ground instead.
Do not start a blocking war against dwarves, run around them instead.
Do not plan to outnumber an orc team, dodge and pass instead.
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- Underdog
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What always works well for a rookie team is the quick running play.
Turn 1. Bash a hole in the oppositions defence, flanks are good for this and then set up mini cage 4 squares into there half. Move a catcher up to possition 3 squares into their half. Get the ball. a few players back to protect the thrower.
Turn 2. Provided your mini cage is in realativly good shape (and it should be if you used all ur blitzers and an ogre and tried to stay out of TZ) and your catcher has not been pushed back pass the ball to him. Knock people out of his way and let him run 10 squares into the endzone.
Dont be afraid of going right down the edge of the pitch with this one, your aim is to score in turn 2, if things go badly turn 3 but any longer than that and you are in trouble. When doing the running play dont get bogged down, use your MA.
Other advice.
Keep your passes as short as possible rookie Humans arent that great at passing and you risk a turnover if you go for the long pass. Use your cathcers instead to run the ball. Pick up the ball with the thrower (3+RR) and pass to a close by catcher (2+RR, 3+RR) then run with the cathcer 8 squares and hand off (3+RR) to an another catcher, run with him too. Hopefully youve just moved the ball 8 + 8 + 6 squares, maybe more using only some safe rolls. You can move the ball from ur End Zone to his in 1 turn in this way with a few GFI's. Use Bliters to clear as many TZ out of the way as possible first.
Get Guard on Blitzers.
Turn 1. Bash a hole in the oppositions defence, flanks are good for this and then set up mini cage 4 squares into there half. Move a catcher up to possition 3 squares into their half. Get the ball. a few players back to protect the thrower.
Turn 2. Provided your mini cage is in realativly good shape (and it should be if you used all ur blitzers and an ogre and tried to stay out of TZ) and your catcher has not been pushed back pass the ball to him. Knock people out of his way and let him run 10 squares into the endzone.
Dont be afraid of going right down the edge of the pitch with this one, your aim is to score in turn 2, if things go badly turn 3 but any longer than that and you are in trouble. When doing the running play dont get bogged down, use your MA.
Other advice.
Keep your passes as short as possible rookie Humans arent that great at passing and you risk a turnover if you go for the long pass. Use your cathcers instead to run the ball. Pick up the ball with the thrower (3+RR) and pass to a close by catcher (2+RR, 3+RR) then run with the cathcer 8 squares and hand off (3+RR) to an another catcher, run with him too. Hopefully youve just moved the ball 8 + 8 + 6 squares, maybe more using only some safe rolls. You can move the ball from ur End Zone to his in 1 turn in this way with a few GFI's. Use Bliters to clear as many TZ out of the way as possible first.
Get Guard on Blitzers.
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- crunked1
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ive never really played a dwarf team or elves. i only play 1 guy like once a week. so have a slow developing team. i enjoy playing. i actually scored in 2 turns the other nght with some completely insane kickoff setup. it worked but my 2 catchers got some pushbacks insted of getting beat up
Reason: ''
[color=orange]nuffle[/color] needs to bless my dice sometime...
Sky Blimp Judge, Reformed Church Of Nuffle
Sky Blimp Judge, Reformed Church Of Nuffle
- Gus
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- Joemanji
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This is it. My human team is well top of the MBBL2 pbem league by doing just this, and also defending well.Underdog wrote:What always works well for a rookie team is the quick running play.
Turn 1. Bash a hole in the oppositions defence, flanks are good for this and then set up mini cage 4 squares into there half. Move a catcher up to possition 3 squares into their half. Get the ball. a few players back to protect the thrower.
Turn 2. Provided your mini cage is in realativly good shape (and it should be if you used all ur blitzers and an ogre and tried to stay out of TZ) and your catcher has not been pushed back pass the ball to him. Knock people out of his way and let him run 10 squares into the endzone.
Dont be afraid of going right down the edge of the pitch with this one, your aim is to score in turn 2, if things go badly turn 3 but any longer than that and you are in trouble. When doing the running play dont get bogged down, use your MA.
The strengths of a Human team are versatility, speed and skill selection.
Versatility
Always keep your options open. Be prepared to change your plans depending on how your opponent sets up. If you start a running drive, allow yourself the possibility of a passing play to get you out of trouble, and vice versa. Don't make it obvious what you are trying - if your opponent has to defend against a number of plays, he will leave more gaps for you to exploit.
Speed
It may not seem obvious, but Humans are one of the fastest teams in the game, but without suffering by having a particularly low AV. They can field 4 catchers, 4 blitzers, 2 linemen and a thrower for an average MV of over 7. On the offense, leave yourself the opportunity to reposition the point of your attack. Always leave a catcher loose so that your opponent has to spread his defence over the whole width of the pitch.
Skill Selection
Humans start off with all of the primary BB skills. This is a great advantage, as all your players will need is 6 SPPs and one advance to turn them into a star. Guard on your blitzers in invaluable. Block on your catchers makes them surprisingly resilient, and gives you the chance to throw off 2 die defender's choice blocks if needed. Accurate dramatically increases your throwers' ability to move the ball over short distances safely - making a 2-turn score much more likely. Get one lineman with Kick, one with Dirty Player and the rest with Block and you have a fantastic team at a relatively low TR. Bargain.

Good luck!

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- crunked1
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- crunked1
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Unfortunately my experience with human teams is that the catchers and blitzers will evolve much faster then the lineman. The thrower will evolve somewhat in between with 1-2 compl/game.
Also good options for catchers are imo sure feet to save rerolls for other things while retaining MA, and mighty blow on the blitzers for a little more bashing.
With an ogre and a st4 lineman you shuold be able to break any los. Brings a nice combo of bashing and agility, even against strength teams...
Also good options for catchers are imo sure feet to save rerolls for other things while retaining MA, and mighty blow on the blitzers for a little more bashing.
With an ogre and a st4 lineman you shuold be able to break any los. Brings a nice combo of bashing and agility, even against strength teams...
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- Jimmy_pop
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- Jimmy_pop
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