TR 100 Tournament Norse Team
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TR 100 Tournament Norse Team
There weren't any TR 100 tournament Norse teams listed on the sticky thread, and I'm going to Arisa Bowl in January with the Norse. What rosters do folks recommend? Arisa Bowl is 4 rounds, two skills to start, one more after the first and second games, and after the third game you get a doubles skill or trait, one regular skill on a player who has a skill, or two new skills on players that don't have skills.
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Re: TR 100 Tournament Norse Team
???maxlongstreet wrote:There weren't any TR 100 tournament Norse teams listed on the sticky thread,
There's 3 teams listed on p.1 of this thread: viewtopic.php?t=9038
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Re: TR 100 Tournament Norse Team
He's looking for tournament rosters, not for leagues. There is a separate topic for these tournament teams and there's no TR100 for Norse.Darkson wrote:???maxlongstreet wrote:There weren't any TR 100 tournament Norse teams listed on the sticky thread,
There's 3 teams listed on p.1 of this thread: viewtopic.php?t=9038
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No, there's not Darkson. You linked to the general rosters thread, which speaks to league and long term rosters, not the tournament roster thread (It's clear that they're not for tournaments by the fact that most teams listed there have high FF).
Anyone who plays Norse have a roster they use in TR 100 tournaments?
Anyone who plays Norse have a roster they use in TR 100 tournaments?
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1 Mino
3 Blitzers
2 Catchers
7 Linemen
2 RR
FF 1
= 1.000.000
12 players is a little risky for an all AV7 team, which is the reason why I cut the 4th Blitzer to make room for a 13th player. (replace 2 Linemen for 1 Blitzer and 1 FF if you expect a running/passing tournament)
2 Catchers offer better scoring options and they give you a shot at Dodge or Sure Feet.
My line-up has 7 Linemen out of 13 players, so the chance of not getting a Lineman with Sure Hands before the first game is somewhere below 25%. You need to get a little lucky there though, because you only have 2 RR and you don't want to waste those on picking up the ball. Playing with a Thrower doesn't solve this problem, which is the main reason why most tournament rosters don't use them.
Weakness : 3 Blitzers - 2 RR
Strength : 13 players - 2 Catchers
Good luck ! Have fun
3 Blitzers
2 Catchers
7 Linemen
2 RR
FF 1
= 1.000.000
12 players is a little risky for an all AV7 team, which is the reason why I cut the 4th Blitzer to make room for a 13th player. (replace 2 Linemen for 1 Blitzer and 1 FF if you expect a running/passing tournament)
2 Catchers offer better scoring options and they give you a shot at Dodge or Sure Feet.
My line-up has 7 Linemen out of 13 players, so the chance of not getting a Lineman with Sure Hands before the first game is somewhere below 25%. You need to get a little lucky there though, because you only have 2 RR and you don't want to waste those on picking up the ball. Playing with a Thrower doesn't solve this problem, which is the main reason why most tournament rosters don't use them.
Weakness : 3 Blitzers - 2 RR
Strength : 13 players - 2 Catchers
Good luck ! Have fun

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I'm with Darkson.
That looks right.
That looks right.
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I'd go one Big Guy and 2 Blitzers.
4 blitzers just get you in trouble.
Plus I don't like having a 1 FF--Kick Off table will screw you.
so:
1 Mino
2 Blitzers
2 Catchers
1 Thrower
6 Linemen
2 RR
Apoth (Mino services)
3 FF
4 blitzers just get you in trouble.
Plus I don't like having a 1 FF--Kick Off table will screw you.
so:
1 Mino
2 Blitzers
2 Catchers
1 Thrower
6 Linemen
2 RR
Apoth (Mino services)
3 FF
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Thanks for all the responses! There were two things I was surprised by:
1) Everyone recommended an apothecary--I'm not sure I see the worth of an apothecary in a tournament where you get all your players back after each game. Having only played a league and not tournaments myself, it would be good to hear people's thoughts on that.
2) Everyone seems to recommend a minotaur over an ogre. Reasons?
Thanks again everyone!
1) Everyone recommended an apothecary--I'm not sure I see the worth of an apothecary in a tournament where you get all your players back after each game. Having only played a league and not tournaments myself, it would be good to hear people's thoughts on that.
2) Everyone seems to recommend a minotaur over an ogre. Reasons?
Thanks again everyone!
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Apoth vs extra Lineman
Lineman keeps your numbers up on the pitch once the current drive is over for 50K.
Apoth keeps your numbers on the pitch the whole time, but has a 1 in 6 chance of failure. Also can help keep positional numbers as well as straight numbers on the pitch.
Considering you get all your players back, the role of the apoth becomes different. Instead of saving it for a bad injury or good player, you use it on the very first casualty you suffer regardless of severity, as they're all the same in the end. It is effectively a reserve.
Many people (myself included) consider the risk of failure to be countered by the advantage of remaining on the pitch. Thats at 50K linos. Any more than that and the apoth becomes even more worthwhile.
Lineman keeps your numbers up on the pitch once the current drive is over for 50K.
Apoth keeps your numbers on the pitch the whole time, but has a 1 in 6 chance of failure. Also can help keep positional numbers as well as straight numbers on the pitch.
Considering you get all your players back, the role of the apoth becomes different. Instead of saving it for a bad injury or good player, you use it on the very first casualty you suffer regardless of severity, as they're all the same in the end. It is effectively a reserve.
Many people (myself included) consider the risk of failure to be countered by the advantage of remaining on the pitch. Thats at 50K linos. Any more than that and the apoth becomes even more worthwhile.
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