Halfling team. (Noob).

Want to know how to beat your opponents, then get advice, or give advice here.

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Pulped Halfling
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Halfling team. (Noob).

Post by Pulped Halfling »

Hi all. I'm a complete BB noob, only played two games so far, none of which have gone well. I'll probably be facing off against some manlings on Monday and I'm hoping to put up something resembling a decent fight, trouble is, I'm a little unsure how to do that. Any advice on my list would be swell.

2 Treemen 240,000

13 Halflings 390,000

6 Re-rolls 360,000

Cheerleader 10,000

Apothecary 50,000

I'm hoping to just bash his players apart with treemen and skitter through his broken defence with the halflings. Is that bad?

Cheers.

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Post by Kheldar »

If you are new to bloodbowl halfling is the worst team you could choose. Its the weakest team, and if you want to win, you have to have a lot of experience.

But nevertheless maybe we can help :D

So you are playing against manlings (humans?).

Dont take that many rerolls. If you use less then 1.000.000gc you get the rest in inducements. Use them too buy an master chef. This has two advances. Master chef is cheaper then even 2 rerolls. You are not only gaining rerolls, but your opponent loose them. This is very important with halflings.

If its possible try to get deeproot as freebooter. Dont know if this is possibly moneywise in one shot games. By the way. Do you play leage games, or one shot games?

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Post by Tritex »

I also think this is a very challenging team to take on from the outset but could be a lot of fun also though!

I agree with utilising the inducement system for a master chef if not allowed to buy one outright. Make sure you put an surplus cash in the bank so it doesn't affect in your TR.

Good Luck, your going to need it! :wink:

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Post by GalakStarscraper »

After some experimentation ... I think I have my LRB 5.0 playing guide for Hafllings now.

Your starting roster should be:

2 Treemen (240k)
10 Halflings (300k)
2 Re-rolls (120k)
9 Fan Factor (90k)

This will give you a 750k team.

Then I'd recommend using this as an inducement table for Halflings:

50k to 90k = Babe
100k to 140k = Chef
150k to 230k = Chef + Babe
240k to 240k = Chef + Puggy
250k to 290k = Deeproot
300k to 340k = Deeproot + Babe
350k to 390k = Deeproot + Chef
400k to 440k = Deeproot + Chef + Babe
450k to 480k = Deeproot + Chef + 2 Babes
490k to 530k = Deeproot + Chef + Puggy
540k to 580k = Deeproot + Chef + Puggy + Babe
590k to 630k = Deeproot + Chef + Puggy + 2 Babes
640k to 670k = Deeproot + Chef + Puggy + Babe + Bribe
680k to 720k = Deeproot + Morg
730k to 770k = Deeproot + Morg + Babe
780k to 820k = Deeproot + Morg + Chef
830k to 870k = Deeproot + Morg + Chef + Babe
880k to 970k = Deeproot + Morg + Chef + 2 Babes
980k to 1070k = Deeproot + Morg + Chef + 2 Babes + Apoth
1080k+ = Deeproot + Morg + Chef + 2 Babes + 2 Apoth

If you have more inducement gap than 1080k ... then I'd recommend taking Bribes as you can up to 3 and fouling the tar out of your opponent every turn from the players that Deeproot and Morg knock down until all 3 Bribes are used up.

(cavet to table ... if your opponent is Khemri or has 2 or more players with Claw and/or Chainsaw then switch the word Apothecary in for Chef in the table and then Chef for 1st Apothecary) ... if he has one player with Claw or a Chainsaw keep this table and just hunt him down like a dog and foul him each turn if he isn't already Stunned.

My theory of running Flings is that assuming your team is going to be destroyed is a way to lose with the team. Being able to take the fight to your opponent is more important than inducing apothecaries to save your team unless there is definitely a clear or present danger to the team.

NEVER get attached to Flings. The only Fling you are to ever apothecary (unless its turn 8 of the 2nd half) is one with 31 or more SPPs or with a +1 ST or +1 AG increase. Otherwise you've probably wasted your apothecary and then your good Fling players or a Tree will get killed within 2 turns, I pretty much promise this. If your +1 MA or 2 skill Fling dies .... well it was nice knowing him. Have the Trees Avenge his death (they seem to do well in avenge mode).

=====
Future purchases for your team:

After your first game you should have 50k pretty easy ... use that to pick up an Apothecary for your team.

Filling out the roster:
1) You only want to purchase 2 more Flings on top of this roster ... never have more than 14 players on your team.
2) When you can ... purchase 3 assistant coaches and cheerleaders
3) Purchase 2 more re-rolls as the team develops (4 is plenty)

When to retire players:
Any -1 MA, -1 AG, or -1 ST injury on any Halfling (otherwise they are fine)
Any -1 ST on a Treeman (otherwise they are fine)

======

Skills:
Treeman:
Normal: Grab, Break Tackle, Multiple Block
Doubles: Block then Pro
(if you get Block on your 1st or 2nd skill roll then the Normal skill order should be Grab, Multiple Block, Break Tackle)

Halflings:
You need three types of Hafllings (defenders, scorers, and a booter)
4-6 Defenders:
Normal: Diving Tackle then Side Step
Doubles: Tackle then Block
(players rolling +1 ST for 1st skill should be developed along this path but with Block first and then Tackle on doubles)

2-4 Scorers:
Normal: Catch, Sure Feet
Doubles: Sure Hands then Block
(players rolling +1 AG or +1 MA for 1st skill should be developed along this path)

1-2 Booters:
Normal: Sneaky Git, Sure Feet
Doubles: Kick then Dirty Player for the 1st ... Dirty Player then Guard for the 2nd

Never turn down ANY stat increase on a Fling.
Turn down +1 AG on Treemen for a normal skill (otherwise take the stat increase)

===================

Playing:

I like to use this Defense against teams without Frenzy (if I don't have Deeproot) ... (if you have Deeproot move players 1 and 2 one square to the sidelines and have Deeproot be on one of the outside LOS spots): Fling Defense
Against teams with Frenzy ... move the wide zone player closest to the LOS one square closer to the center of the pitch. This prevents a frenzy blitz taking any wide zone player off the pitch. Fling Defense - Frenzy

Then get Diving Tackle on 4 and 5 first, and then 6 and 7. This defense is weak against a Quick Snap ... but its a risk I take for the benefit of positioning of the TZs (better use of the Diving Tackle and a way to prevent super team up on the Trees).

Note on Catch Flings: I really don't recommend trying many if any normal passing plays with 'Flings, but the Hand Offs are critical to TTM plays and Catch gives your Halfling that are your best candicates for the toss a nice extra to save you the reroll for the turn for the Landing.

For offense with the Trees ... set up the Treeman for 3 dice blocks if you can ... also try to have one player start next to each Tree not on the LOS that they can throw if the defense is set up weak against a possible TTM play.

On offense with the Flings ... no matter HOW tempting or game vital you think it is ... never ever reroll a PUSH result from a block with a Fling unless its like turn 7 of the 2nd half, will prevent the winning TD from scoring, and you don't really care if the Fling dies. There is a 1 in 4 chance EVERY time a Fling gets knocked down of him getting KO'd or worse (if the opponent has Mighty Blow the odds are really scary). Do NOT do your opponents job for him especially with your own rerolls.

ALWAYS try to give your Trees one assist for any block they make against an ST 3 player ... that's 3 dice for the block. Make sure you think about the push. Do not end up with the assisting Fling being in your opponent's TZ if you roll a push. If this is impossible, just take the 2 dice block.

One of the MAIN goal of the Halfling team to win is reroll denial of your opponent ... this is done 3 ways ... through the Master Chef, through FAME bonues, and through assistant coaches and cheerleaders. Set up your team to make sure you take advantage of this.

Don't be afraid to throw a Fling to Short Range especially if he doesn't have the ball. A failed TTM throw of a Fling is ALMOST never a turnover if he does not have the ball (the exception is if lands on your own player). ANY Treeman TTM has a 5 in 6 chance not fumbling ... if you have Pro the odds are even better ... remember this. Also remember that a Fling that has not moved, can get up from a failed landing and move if they are only prone ... Stunned Flings have to wait until the end of the next turn to de-stun though.

As for planning one turn TTM plays. Okay if you are going to set up to go for a one turn TTM, then do it right. Here is an 11 man for a 1 turn TTM attempt ... usually a turn 8 play. One turn TTM
The goal with this set up is to optimize your offense for the play. If the kick lands deep you aren't going to pull of a TTM one turner anyway, so you play a short range back line that is within no GFIs of the handoff to Fling 4 or 5. Now the key to this play is to free up one of the Trees so that they can throw with no TZs on them and take one step forward before throwing Fling 4 or 5 if needed. Also you want Fling 4 or 5 to be free of tackle zones for the handoff. To do this, use Flings 3, 10, and the whichever one of 4 or 5 is not being thrown to get a 2 dice blitz with 11 to free up the throwing tree and receiving fling from any TZs needed for the play. So the play goes ... blitz the Tree and Fling free, pick up the ball and hand it off to Fling 4 or 5, the appropriate Tree declares the TTM pass, takes one step forward if needed and then throws to max distance of Short Range. Make sure the target square is 4 squares away from the sidelines if possible to avoid Nuffle throwing your Haflling out of bounds.

Try to always keep 1 Fling in an ordinal position (N, S, E, W) of a Tree. A team with ST 3 players won't be able to get more than a 2 dice defender's choice block against the Tree without getting rid of the Fling first. Even an ST 4 player will only have a 1 dice block option if you do this. This also has the advantage then of always having 2 flings that you can toss if need be.

Get a Fling in scoring position. Always try to have one Fling run down field to get within 5 to 7 squares of the endzone. A TTM pass followed by a handoff could turn this into a quick score.

If you don't have Deeproot or have lost a Tree, 0 SPP Flings go between the Trees on offense or defense. When you set up your team for a kickoff. Field all your players with skills, then field your Flings from that point in order of 0 SPP to 5 SPP. This will help you spread out the SPPs on your team as best as possible. ... It also reduces your losses of players in position to get skills from the MVP for the game. Along these lines if you have a player get to 6 SPPs in a game so he earns a skill ... don't field him if you can ... he's guaranteed to die if you do before getting that skill.

Don't forget to DODGE DODGE DODGE ... never leave a Fling next to an opponent unless you really believe deep down that you need a personal TZ on that player. Odds are any Fling left in position to be blocked won't be returning to play again in your lifetime (cause his will be over). Flings dodge to any square with a 88% chance of success ... so don't be afraid to Dodge ... you'll occassionally kill a fling dodging .. but you'll kill off more if you don't.

Finally, don't be afraid of risk. The occasional 1 dice block, Short Pass Fling toss, and lots of GFIs are staples of winning for the team. Play Flings consertatively and you will lose.

===================

That's my current best advice on how to run a Halfling team based on several years of running the team.

Galak

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Post by Mad Jackal »

I'm simply not man enough to play flings. (So I play Wood Elves 8) )

But Galak knows what he is talking about here. I've saved that post to my hard- drive for the point in the future I think I'm ready.

Good luck with your flings and keep us posted .

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Post by Darkson »

Mad Jackal wrote:I've saved that post to my hard- drive for the point in the future I think I'm ready.
Same here (in a nicely formatted Word version).
Sending it to our 'fling player.

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Post by galonso »

There should be one of these for every team. Excellent work!
Thanks Galak.

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Post by Omalley69 »

i whould have to say no less than 4 rerolls...

and start out with the 2 treemen...

flings are an advanced team, so only exp playres should try em...

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Post by GalakStarscraper »

Omalley69 wrote:i whould have to say no less than 4 rerolls...
That's what the Chef is for (and he gets you those 2 extra re-rolls and takes them from your opponent ... 2 re-rolls costs more than a Chef is to induce). If you start a Halfling team with 4 re-rolls you don't get Deeproot and the Chef is really a bit of a waste to be honest ... more importantly you lose a LOT more games (AND players) than those 2 re-rolls would have ever gotten you.

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Post by JarkkoH »

I started my team just like that 2 Trees, 10 Flings, 2 RR, 9 FF. It has worked quite nicely. I have to admit I have lost games more than won (2-0-3). 9 FF is very nice, lots of money coming. Though, there is not much to do with it, except replaceing dead players, if I want to keep my Team Value down to induce Deeproot.

I have 11 Flings now, 3 RR and apoth with some AC & CL. 270k in the bank right now. I have managed to keep my Team Value low enough to have Deeproot in every game. High FF with AC & CL also has provided more ReRolls...

However, not much skills... One Tree has MV+ and can now stand up without rolling the dice and another has Grab. First Fling got Diving Tackle in the last game. Most of the Flings have 3 to 5 SPP's, so propably I'll have more skills quite soon.

Fun team!

But one question to Galak, would you choose Block over Pro with doubles? For a Tree, that is. I'm really having problems with Take Root. Pro would help there a lot. As also with standing up, TTM, etc.

Block is great of course, but I don't know... Well, no doubles yet, so no tough decisions...

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Post by Pulped Halfling »

Wow, thanks for the great advice guys, and cheers for that detailed tacticia, Galak. I'll take all of this in my stead, and hopefully, not get obliterated too heavily.
By the way. Do you play leage games, or one shot games?
I've only played a few one shot games, but a league is starting in a week or so and I'm in it. Gulp!

Thanks chaps. :D

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Post by GalakStarscraper »

JarkkoH wrote:But one question to Galak, would you choose Block over Pro with doubles?
In LRB 4.0 when TTM for a Treeman was a 3+ roll for inaccurate and Taking Root meant I hit once and that was it ... yes I would.

But LRB 5.0 had 2 big changeds ... one was 2+ TTM throws for Treeman and the other was Grab and Multiple Block which partially offsets the problems caused by Take Root.

These three changes to the rules have made me switch from Pro to Block on doubles for my Treemen. But Pro is still a good skill as Treemen use it for blocking, standing up, Take Root, and TTM (so you could try it out on a doubles if you wanted)

Galak

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Post by Pulped Halfling »

Wooh! A win for the 'flings. 2-1 in the end, but it was incredibly close right up until the last minute. Some exceptional dice rolling on my part and some horrendous rolling on his meant that I just scraped it, but I'm troubled to think how they'd do in a game that doesn't go belly up for my foe.

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Post by datalorex »

GalakStarscraper wrote:
JarkkoH wrote:But one question to Galak, would you choose Block over Pro with doubles?
In LRB 4.0 when TTM for a Treeman was a 3+ roll for inaccurate and Taking Root meant I hit once and that was it ... yes I would.

But LRB 5.0 had 2 big changeds ... one was 2+ TTM throws for Treeman and the other was Grab and Multiple Block which partially offsets the problems caused by Take Root.

These three changes to the rules have made me switch from Pro to Block on doubles for my Treemen. But Pro is still a good skill as Treemen use it for blocking, standing up, Take Root, and TTM (so you could try it out on a doubles if you wanted)

Galak
I think I would still take Pro over Block for any Loner character. Being able to reroll pushes on blocks and Bonehead/Really Stupid/Wild Animal and TTM is too good to pass up for me.

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Post by Zoglug »

Yeah it was a very close and very fun game. I just couldnt break the flings armour at all, and at half time i had 2 players dead, 1 player kicked out of the game and 1 knocked out and not a single scratch on a fling had happened.

To top it off, last turn of the game, i blitzed his ball carrier and only managed to roll a pussback and a skull. So i stuck as many tackle zones on the only guy who could score meaning he had to roll a 6 to catch the hand off. Low and behold he did it.

As i say it was great fun to play and im really enjoying playing it, but i cant wait to get my undead and give them a shot.

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