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Travellers 2007 (and first LR5) League with Humans
Posted: Tue Aug 14, 2007 3:17 pm
by traveller
Well, it will start all over again. The next league ... with LR5
As i´m to busy to paint a new team i will play my humans again.
I checked this post already for some advice:
viewtopic.php?t=22827&highlight=human+roster
I think, i will start with this:
4 Blitzers
1 Catcher
1 Thrower
4 Linemen
1 Ogre
3 RR
and 10k on the bank for a second catcher after the first game(s) ( so i hope)
In my devision i have to play against:
Chaos, Highelves, Darkelves, Orcs, Humans, Undead, Chaosdwarfs, Dwarfs, Lizards.... it seems against nearly all different teams
Any comments ?
Traveller
Posted: Tue Aug 14, 2007 3:43 pm
by PubBowler
If you're locked on the ogre the it looks good.
Otherwise, I'd go for:
4 Blitzers
1 Catcher
2 Throwers
4 Linemen
4 Rerolls
Fanfactor 2
Bank 10
Posted: Tue Aug 14, 2007 9:18 pm
by Rituro
PubBowler wrote:4 Blitzers
1 Catcher
2 Throwers
4 Linemen
4 Rerolls
Fanfactor 2
Bank 10
IMO, you could get away with three re-rolls and swap a thrower for a catcher. Putting two targets in your opponent's backfield means he has to commit an extra player or two to mark them, which opens up possibilities for a blitzer to go barreling through. So:
4 Blitzers
2 Catchers
1 Thrower
4 Linemen
3 Re-rolls
1 Apothecary
2 Fan Factor
10k Banked
Or, if you don't want the apothecary at the outset:
5 Fan Factor
30k Banked
Posted: Wed Aug 15, 2007 10:53 am
by traveller
Thanks for the input.
Just check all this fame, fan factor and winnings stuff again. ..as i wrote before, thats the first league using LRB5... and it looks like FF is still more importent than i thought.
An a apo for a league isnt a bad choice, too ?!
Hm... another version without a ogre ? I think ( ...hope) 3 RR will be enough with Skillplayers
4 Blitzer
2 Thrower
2 Catcher
3 Line
3 RR
1 Apo
1 FF
Traveller
Posted: Wed Aug 15, 2007 12:19 pm
by stormmaster1
Apothecaries are always useful. Any team runs the risk of it's best/most important player getting crippled or killed by a lucky block in the first game, an apoth just makes it more likely your team will still be at full strength next game, and your next lot of cash goes straight into new players.
Posted: Wed Aug 15, 2007 12:34 pm
by traveller
Apothecaries are always useful.
Sure, i knew. But after the LRB5 changes i never took one for a tournament. IMO the chances are much worse for a healing now.... maybe i will take the chance and will buy one after the first game. I prefer the ogre (now with the possible RR in a critical situation!) as he worked quite well last season. He got block after the second game !
Traveller
Posted: Wed Aug 15, 2007 12:52 pm
by Old Man Draco
Possible RR on a 4+ Trav. This dude has Loner as he is no part of an Ogre team.
Will it matter what line up you take in the end?

Posted: Wed Aug 15, 2007 1:05 pm
by traveller
Possible RR on a 4+ Trav.
Sure i knew this, too. But better a +4 than no RR in a critical situation
Hey, last league i finished into the Quarterfinals...

... but sure, you never knew.

Normal i would like play a goblin team, but no time for building one atm. Everyday i´m working at my pitch now....
Traveller
Posted: Wed Aug 15, 2007 4:48 pm
by Cramy
stormmaster1 wrote:Apothecaries are always useful. Any team runs the risk of it's best/most important player getting crippled or killed by a lucky block in the first game, an apoth just makes it more likely your team will still be at full strength next game, and your next lot of cash goes straight into new players.
Journeymen guarantee that you will at full strenght next game, and they are free. IMO, drop the Apoth on the initial lineup. Get him later. If a rookie happens to die in the first couple of matches, that sucks, but you can replace him easily. It's the developped players that you don't want to lose. And you don't have any of those on a starting lineup.
And I'm also a proponent of no Big Guys on a starting linuep as well.
Posted: Thu Aug 16, 2007 2:52 am
by datalorex
Cramy wrote:stormmaster1 wrote:Apothecaries are always useful. Any team runs the risk of it's best/most important player getting crippled or killed by a lucky block in the first game, an apoth just makes it more likely your team will still be at full strength next game, and your next lot of cash goes straight into new players.
Journeymen guarantee that you will at full strenght next game, and they are free. IMO, drop the Apoth on the initial lineup. Get him later. If a rookie happens to die in the first couple of matches, that sucks, but you can replace him easily. It's the developped players that you don't want to lose. And you don't have any of those on a starting lineup.
And I'm also a proponent of no Big Guys on a starting linuep as well.
I concur. Drop the apoth and the ogre. Make your apoth the first purchase you make though.
Posted: Thu Aug 16, 2007 7:02 am
by lauth81
See you on gameday #6, traveller!
Lets see how our rosters look like then ...
Posted: Thu Aug 16, 2007 7:26 am
by traveller
See you on gameday #6
Hans-Peter , that muss be you ? We never meet before, right ? Brrr, undead... i dont want to give you a zombie !!
-------------------------------------------------------------
Finaly after some thinking and reading here I will still take this lineup:
4 Blitzers
1 Catcher
1 Thrower
4 Linemen
1 Ogre
3 RR
1 FF
Apo and catcher are next investments.
and i hope, that should be enough for the Darkelves of my first game
Thanks for all the thoughts here.
Traveller
Posted: Thu Aug 16, 2007 7:34 am
by Old Man Draco
Good luck buddy!
Show them Hell!

Posted: Thu Aug 16, 2007 7:35 am
by traveller
hell ?

.....
Thanks ! ... ah, btw.... tour to Namibia is nearly booked.
Traveller
Posted: Thu Aug 16, 2007 8:37 am
by lauth81
traveller wrote:See you on gameday #6
Hans-Peter , that muss be you ? We never meet before, right ? Brrr, undead... i dont want to give you a zombie !!
We did. Bembel Bowl 2006, we played each other. I had undead and you had humans ... I was the guy with the dugout made out of Hirst Arts blocks. (And we were both at this years B7)