Humans 101

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Munkey
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Humans 101

Post by Munkey »

I've just started playing a human team in our Vault league and I have to admit to struggling slightly. I know the supposed strengths of the team are that they are generalists and can play to the weaknesses of the opposition but I was hoping for some more tips on how to actually achieve this.

Specifically:
a) What are the best skill development paths for my players?

I was thinking Block, Guard, Tackle and Mighty Blow were the best 4 Blitzer skills but in the vault Stand Firm is also a skill (not a trait). I was aiming for 3 Guard/Stand Firm and a Tackle/Mighty Blow player.

As for the other positions i'm not really sure what my plans are yet. I aim to get Accurate on the Thrower and Kick on one of my linemen. After that who knows.

b) What should I be doing on the pitch?

I'm fairly good at improvising and defence is not too much of a problem but my offence is struggling. I do not seem to be able to effectively run or throw.

Basically any tips and strategies from successful human coaches would be well appreciated.

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Post by Xtreme »

I've found with humans its hard to plan out your skills in advance. A couple double rolls and they can become a bashy running team. Or a couple of MV or AG increases and they can be the high flying almost elf team. I usually let the team develop into its own.

As far as on the pitch you said it yourself. Play to the other teams weakness. Play the slow grinding game against elves and other teams with lower armour. Look to pass more often against the teams that can out bash you.

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Post by IronAge_Man »

Don't forget that on average, humans are one of the faster teams out there (4xMa7 Blitzers, 4xMa8 Catchers, and you can buy them all fairly early on). This helps in defence, and also in offense with switching of play. The catchers are probably the weakest positional in the roster, as ag3 on a receiver doesn't cut it for me, but I am increasingly theorising that catchers (this goes for other fast Str2 players too) are actually great defensive players - Block, Side Step, Shadowing/Pass Block being the progression I would follow; their job is to terrorise the opposing thrower/picker-upper after kick-off.

I would try to keep passing to a minimum (frequency and range) and run the ball with Humans, passing only when forced to - against slow teams, Hail Mary Pass on your thrower would prevent them from over-committing players to attempt swamping your initial break through their lines.

Humans rely on attribute bonuses fairly heavily - a couple of +Str or +Ag Humans is the difference between a good human team and a mediocre one. Good luck on those skill rolls!

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Post by Joemanji »

Run the ball with an option play always available - make your opponent spread himself thin.

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Post by Scrappy Kid »

Munkey, it occured to after last night's game against Dave's Orcs that the way I played the game was almost eactly the same way I would have played with my Dark Elves (but with less dodging).

On defense try and stall the cage, waiting for a slip and a chance to throw to an open catcher. On offense blitz multiple catchers / blitzers into the opponents half whilst a thrower waits for an opening to score.

Against Wood Elves in my previous game the plan was completely different, involving trying to beat up as many elves as possible with my extra block, armour and players. Touchdowns came via a cage that marched upfield to within range of the endzone. (when the Wardancer leaps into the cage block it till it goes down then foul it).

I think the strength of humans is that you can play these two very different plans. The weakness is that you're not strong at either of them.

I think my roster is very different from yours (I don't have an Orge). I think against Dave's Chaos you need to play a passing game which your roster is not as set up for.

My advancement plan is Guard/Standfirm for two of the Blitzers and the others will be Tacklers.

I am planning to build at least one defensive catcher , as Iron Man suggested with Block, Pass Block & Shadowing/Sidestep, whilst the offensive ones take Block, Sidestep/Fend & Sprint/Sure Feet.

Lineman mostly take the boring Block, although i'll probably go for at least one Grapple Tackle player somewhere on the roster.

Both Throwers want Accurate and at least one Hail Mary Passer.

I am not planning on get any characteristic increases because I never roll any. :(

Of course this is all based on my extensive experiance of playing humans :wink:

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Post by Munkey »

That sounds fairly similar to my plans, and you are right that my team is not yet set up for passing well, probably a mistake in our league.

Maybe I just need to get used to the fact that whatever I do I will always do it less well than another more specialised team that i've played.

I'm still weighing up the options for Blitzers but more Guard/Stand Firm will be of benefit in the long run as there should be room for a couple of tacklers in the Linemen. I'm beginning to think Mighty Blow might be important for the Elf crushing style of play as well.

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Post by Skummy »

You badly need both Guard and Mighty Blow to defeat Elves. Humans are the ultimate generalist team. If you can't play bashy against the agility teams, you'll lose. If you can't play agility against the bashy teams, you'll lose.

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Post by duff »

While you should generaly play the opposit style to your opponent, don't over do it.

Against a bashy team, put a lineman or two next to the opposing big-un (or other key hitters) to get hit, it's only a lineman and it will stop the bigun moving to where you have the ball.

When you start bashing your way up the field through the woodelve, still try to get a catcher or blitzer in position to score if the ball is thrown to them. He will a - let you try the pass move, b - hold some ground to move the cage toward and/or c - draw fire.
It can be good to pass to a clump of your players so you get a few bites at the cherry and even if you miss, the ball is in multiple tackle zones. When I use a passing play, I usually use a "reciever team" of a catcher, a blitzer and a lineman with a move upgrade (since i have one). the catcher in the middle with the others beside or in front and behind. A failed catch or throw that dosn;t scatter too far will still be hard to pick up and your opponent can't blitze two players off the ball


The key point is to change styles mid drive, even mid-turn if that is the way your play goes. All this of course only applies until you skill rolls push you in a given direction.

As for skills - put strip ball on a blitzer or dauntless catcher
Get a dirty player if you don't object to fouling

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Post by Joemanji »

duff wrote:As for skills - put strip ball on a blitzer..
Be wary of that. I chose Strip Ball as the first skill I had on a blitzer. 18 games later, he had not used the skill once (team record 16-2), and I retired him because he had a niggle. Guard seems so much better.

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Post by kithor2002 »

I also would choose guard before strip ball, especially when its one of the first skills for a team.

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Post by Sharky2k »

guard cool, but one strip ball usefull

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Post by juck101 »

now i think the key to the team is in the 4blitzers. they get to use any stat very well due to already being the best in the team at any TR.

I have been one of the most terrible Men players around :( i failed to use the blitzers to their potential, i was poor at needing many dogges with the catchers, rubish receiving the ball with throwers, bad at basic blocking with linemen and not very clever painting them either. i think they are a great team but best suited to a fluid game plan. - think you will sort that no probs mate

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