Halfing Strategy

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bouncergriim
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Halfing Strategy

Post by bouncergriim »

I am going to try a halfling team with enough left in the bank at starting to induce Morg any time I play a team with 100+ TV. Unfortuanately it only leaves me with 1 RR 9 Flings and 2 Trees (No FF, AC or CL).

I am really set on this. Any suggestions on strategy to use Morg. I was thinking of using him as the ball carrier then finding a way to get a Fling near him to hand off for the TDs.

Any other ideas on how to make this work? Flings are for fun, but I would like to see how many TD I can get with a BIG Guy that actually can move faster than the flings.

I am going to try this set up mid season in a league so hopefully I will have even more inducements.

PS> The team is going to be called santa's helpers. I want to paint/convert Morg like a giant santa and have the 2 tress be converted into pine trees. Team colors will be Green and Red.

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Jeremiah Kool
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Post by Jeremiah Kool »

Sounds fun. Although Morg and two Trees are cool you have not enough players.

And Morg as the ball carrier can be very risky. Loner and one RR isn´t safe. If you want to have Morg it may be better to take only one or no Treeman at all. You could buy more Halflngs and/or RRs.

If you don´t want to change get the ball to Morg ASAP or set up a one-turner via Throw Team Mate. Use the Trees to bind several of the enemy players so that your fllings and Morg can move more freely. If Morg has the ball he can also be a decent Thrower so get some flings near the endzone (you could throw one with a Treeman, pray he lands and have a possible receiver for Morg next turn).

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Post by kano »

It sounds like a very cool idea for a team. Remember though that you dont get the chef for free anymore, so if getting Morg is at the expense of also not getting the chef, I would consider getting Deeproot and the chef, and only do Morg when you have enough inducements to get him with the chef. Deeproot is awesome for flings, and half the fun of flings is the TTM. With only 1 RR, its not really going to be more than an emergency option. With Morg, you would have to run a very weak cage with the flings since the trees would be too slow to keep up.

Also, Morg is your most reliable blocker in this set up so its kind of tough. You want the trees and Morg smashing someone every turn. With only 1 RR and if you are not planning on the chef, remember your team has no sure hands, no block, and AV6. Plus if Morg screws up blocking, he has the Loner skill so you would only have a 50% chance of using your only RR on him. Stealing your opponents RRs are huge and a must for the halfling team. It is just too huge of an inducement to pass up on for 100k, even though its not guaranteed to work. And dont forget little Puggy Baconbreath, he is a very cool and effective player, and is pretty reasonably priced. I would say up the RR to 2 or 3, use the TTM with Deeproot or Morg, and definitely get the chef.
I think a Giant Christmas Tree (Deeproot), or a Giant Santa (Morg) throwing his little elves down the field and having rerolls to land, reroll blocks, and pick up the ball would be more of a blast then having him as your ball carrier. If you only have 1 guaranteed RR, if the dice arent going your way and your chef didnt do his job, your little elves could be standing on train tracks with a big train coming through.........

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Post by fen »

Personally, I only get Morg if I already have Deeproot and still have enough to induce Morg. Deeproot pretty much does everything Morg can (except carry the ball himself) and is better at Blocking. I don't think Morg is worth the extra 200 odd K over Deepy.

If you're really set on using Morg, then he would be the best ball carrier your team could ever field (Short of a ST4, Block, AV8, Sure Hands Halfling - I have seen this dude on pitch. He was awesome) but having him carry the ball restricts his ability to blitz, which is probably his best feature.

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Post by Cramy »

I echo the others. Induce a chef and Deeproot. Deeproot alsy has Strong Arm, which makes him a pretty good TTM guy.

Look in the archives section, there is an LRB4 Halfling playbook in there that you should read.

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Post by Cramy »

Here is the link.

viewtopic.php?t=7779

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Post by bouncergriim »

The whole goal is to try something out of the ordinary as far as halflings go. the standard strategy is always low TV, induce Deeproot, throw halfings. I was thinking about also using Morg as a ball carrier destroyer (seek and destroy whoever has the ball). Trees can't do that. Halfings can't. Morg adds another dimension to the game, I do relize though it is at a loss of other possibilities. But heck that is why we have joke teams.

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Post by falconeyed »

fen wrote:Personally, I only get Morg if I already have Deeproot and still have enough to induce Morg. Deeproot pretty much does everything Morg can (except carry the ball himself) and is better at Blocking. I don't think Morg is worth the extra 200 odd K over Deepy.

If you're really set on using Morg, then he would be the best ball carrier your team could ever field (Short of a ST4, Block, AV8, Sure Hands Halfling - I have seen this dude on pitch. He was awesome) but having him carry the ball restricts his ability to blitz, which is probably his best feature.
I gotta know how that abomination of a halfling came to be.

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Post by fen »

He was called Rodney Pipe :roll:

Doubles followed by ST, then AV, then AV, then ST, then doubles. He was a total statistical anomoly and after a certain point people just fell in love with the little guy and no-one really tried hard to kill him. There was a lot of sad faces when he retired due to a couple of niggles followed by a ST decrease . Cautious play with such a star only works for so long before Khemri get their hands on the player.

Sometimes (in a gentlemanly league) it becomes more about seeing how far a truely superb player can go and the other coaches hold back from fouling.

If it had been a Wardancer, he would never have gotten that far. We're big fans of Stunty teams here.

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Post by GalakStarscraper »

Cramy wrote:Look in the archives section, there is an LRB4 Halfling playbook in there that you should read.
Most of the elements of that guide are still true. Very little changed for my strategy with LRB 5.0 since my 4.0 strategy made big use of freebooting.

However the biggest change is the Chef since you no longer purchase ingredients. It is pretty much worth it to start your team with 350k in the bank so that the Chef and Deeproot can come out to play for you for most games. I'm still a big fan of a starting 9 FF for the team and picking up Asst. Coaches and Cheerleaders as soon as possible. Re-roll denial is a tougher strategy with this team than it was in LRB 4.0 ... but it is still a big part of winning.

Another big change is the 2+ TTM throws. You really need to make full use of those to play this team effectively.

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Post by dwarfrunner »

Another big change is the 2+ TTM throws. You really need to make full use of those to play this team effectively.

Galak
You can TTM twice now? I totally missed that one. thats awesome.

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Post by TuernRedvenom »

dwarfrunner wrote:
Another big change is the 2+ TTM throws. You really need to make full use of those to play this team effectively.

Galak
You can TTM twice now? I totally missed that one. thats awesome.
No, I think he means you can throw a team-mate on a 2+ roll of the die. :D

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Post by GalakStarscraper »

TuernRedvenom wrote:
dwarfrunner wrote:
Another big change is the 2+ TTM throws. You really need to make full use of those to play this team effectively.

Galak
You can TTM twice now? I totally missed that one. thats awesome.
No, I think he means you can throw a team-mate on a 2+ roll of the die. :D
Yes I meant that Trees can always throw the Fling on a 2+ roll.

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Post by Buggrit »

Nice idea, but in my last match against halflings (using my Orc team) I inflicted as many casualties on them as you have halflings on your team so I'd say that you're looking at fielding maybe 3 halflings and the big guys in the 2nd half of the match (if the big guys don't get taken out)

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Post by Bifi »

GalakStarscraper wrote:Yes I meant that Trees can always throw the Fling on a 2+ roll.
Great, that's because of the new Strong Arm, isn't it?
So now it's: 1 = fumble, 2-5 = inaccurate, 6 = accurate.
With 1 TZ: 1-2 = fumble, 3-5 = inaccurate, 6 = accurate.
Correct?

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