amazon in tourny
- Cooper
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amazon in tourny
Okay...
110k tourny these rules:
You are allowed to give 6 skills to 6 different players during the tournament. Players with the Big Guy racial characteristic may not gain any skills. 1 skill, as per a normal skill roll, before the tournament, Should already be on your team roster. 1 skill, as per a normal skill roll, after each match. After round 3, instead of giving a normal skill, you may also choose to give one of the following: a trait from a normally available skill category, a mutation or a skill normally unavailable to that player. I.e you are allowed to give a skill to a player as if you rolled a double for the skill roll.
I am thinking very hard about taking amazons (unless somebody gives a good reason why not, or which team is so good under these rules)
WHat do you guys think is the way to go?
W
110k tourny these rules:
You are allowed to give 6 skills to 6 different players during the tournament. Players with the Big Guy racial characteristic may not gain any skills. 1 skill, as per a normal skill roll, before the tournament, Should already be on your team roster. 1 skill, as per a normal skill roll, after each match. After round 3, instead of giving a normal skill, you may also choose to give one of the following: a trait from a normally available skill category, a mutation or a skill normally unavailable to that player. I.e you are allowed to give a skill to a player as if you rolled a double for the skill roll.
I am thinking very hard about taking amazons (unless somebody gives a good reason why not, or which team is so good under these rules)
WHat do you guys think is the way to go?
W
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- Cooper
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let's assume not too many (chaos)dwarves
I am thinking about:
4 RR
6 FF
4 blitzers
2 catchers
1 thower
6 lino's
makes 13 players...perhaps too many?
guard on blitzer
guard on blitzer
frenzy on blitzer
block on catcher
block on catcher
block on lino
How would that be?
with 13 players i could perhaps also go for dirty player...
W
I am thinking about:
4 RR
6 FF
4 blitzers
2 catchers
1 thower
6 lino's
makes 13 players...perhaps too many?
guard on blitzer
guard on blitzer
frenzy on blitzer
block on catcher
block on catcher
block on lino
How would that be?
with 13 players i could perhaps also go for dirty player...
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13 players would be OK. You'll probably need them. You won't be able to use your 6th skill by the way, the tourney's only 6 matches. I would personally take FF 2 and 5 RRs. You only need FF to get extra RR. Against dwarves you'll need them. On the other hand, considering the relatively large chance of encountering flings taking a shot at a KO table RR might not be so bad.
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- Cooper
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about the FF. Yes, might be better indeed. But there are also things like pitch invasion, get the ref, throw a rock and stuff...Duke Jan wrote:13 players would be OK. You'll probably need them. You won't be able to use your 6th skill by the way, the tourney's only 6 matches. I would personally take FF 2 and 5 RRs. You only need FF to get extra RR. Against dwarves you'll need them. On the other hand, considering the relatively large chance of encountering flings taking a shot at a KO table RR might not be so bad.
Not too sure about it.
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- Zy-Nox
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- DoubleSkulls
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For RDZ I took
6 Line
4 Blitzers
1 Thrower
1 Catcher
4 RR
9 FF
1 Apoth
(its a while ago and I haven't checked the figures).
Now I only lost one game (to the eventual winner) and IMO the roster is pretty strong. However I'd drop both the thrower & catcher for linewomen and take another reroll instead.
Don't worry too much about Dwarves or Chaos Dwarves. Take Dirty Player as your 1st skill and foul anyone with tackle. They are really hard games - but by no means impossible
6 Line
4 Blitzers
1 Thrower
1 Catcher
4 RR
9 FF
1 Apoth
(its a while ago and I haven't checked the figures).
Now I only lost one game (to the eventual winner) and IMO the roster is pretty strong. However I'd drop both the thrower & catcher for linewomen and take another reroll instead.
Don't worry too much about Dwarves or Chaos Dwarves. Take Dirty Player as your 1st skill and foul anyone with tackle. They are really hard games - but by no means impossible
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- kadu-c
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For TR 110 tournaments, I always take:
4 blitzers
2 catchers
1 thrower
6 line (--> 13 players)
4 RR
2 FF
1 apo
Concerning skills, I'd go like this: Sure Hands for the Thrower, Tackle, Stand Firm, Guard, Guard, and probably Block for a Catcher.
Diving Tackle is a possibility on a Catcher, it's quite useful but it's better if you choose it early in the tournament IMO.
4 blitzers
2 catchers
1 thrower
6 line (--> 13 players)
4 RR
2 FF
1 apo
Concerning skills, I'd go like this: Sure Hands for the Thrower, Tackle, Stand Firm, Guard, Guard, and probably Block for a Catcher.
Diving Tackle is a possibility on a Catcher, it's quite useful but it's better if you choose it early in the tournament IMO.
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Personally I like to max out on position players, and always take high FF too. I prefer the apoth to the 13th player too, it's more important IMO to be able to protect a skill position (and keep her on the pitch) than have that extra line chick sitting in the box painting her nails when you're outnumbered on the field. Zons struggle when outnumbered because of MA6 across the board. I always take Tackle on a Blitzer first skill, unless you get one of the handful of teams that don't have dodge players, it's simply too useful against GRs, Wardancers, most catcher types, skinks etc. (Happened to me at this year's Spiky, took Tackle and got Dwarves! Still got a draw though). One Guard I find is usually enough, two can commit you to playing the hitting game a little too much. DP is something I take fairly regularly, but not always. Sure Hands I don't usually bother with unless the field is Wood Elf heavy, you should have enough RR for picking up the ball, and SH then only serves as a useful counter to strip ball. If you're going to take it, consider it on a Blitzer, Blodge/SH can bug the hell out of Strip Ballers!
Block is always useful, I like to put it on both Catchers, they become in effect Blitzers with Catch, pretty good for 70k and a skill allocation.
Don't worry over much about Dwarves/CDs, there's only so many Longbeards/CD Blockers on either team, played Dwarves 3 times and came away with 3 draws, and two of those I had the chance to throw for the win in the last turn. The more Blodgers you have, the more trouble they have covering them with their tackle guys. Dodge away from coverage, you've still got a 2 in 3 chance, use TRR to reroll any early failures, knock em down where possible and don't get penned in whatever happens!
My overall tourney record with Zons stands at P33 W17 T8 L8, not too shabby. It's true they may be better at 100k than 110k, but they're pretty competitive at 110k too.
In this case I'd take Dauntless on a Blitzer above Frenzy, not only are Big Guys gonna be without Block but useful against BOBs, Saurus, Mummies, Bull Centaurs etc.
Just some of my thoughts to consider, hope they help a little!

Block is always useful, I like to put it on both Catchers, they become in effect Blitzers with Catch, pretty good for 70k and a skill allocation.
Don't worry over much about Dwarves/CDs, there's only so many Longbeards/CD Blockers on either team, played Dwarves 3 times and came away with 3 draws, and two of those I had the chance to throw for the win in the last turn. The more Blodgers you have, the more trouble they have covering them with their tackle guys. Dodge away from coverage, you've still got a 2 in 3 chance, use TRR to reroll any early failures, knock em down where possible and don't get penned in whatever happens!
My overall tourney record with Zons stands at P33 W17 T8 L8, not too shabby. It's true they may be better at 100k than 110k, but they're pretty competitive at 110k too.
In this case I'd take Dauntless on a Blitzer above Frenzy, not only are Big Guys gonna be without Block but useful against BOBs, Saurus, Mummies, Bull Centaurs etc.
Just some of my thoughts to consider, hope they help a little!

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