playbook for norse in lrb 5.0

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jammydodger
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playbook for norse in lrb 5.0

Post by jammydodger »

fairly much as the title suggests: i have been looking for a lrb 5 guideline article for the norse, but haven't found anything. considering they are the team to have changed the most in the moved between lrb 4-5, i would have thought that someone would have written one. would i be able to get some advice about how to use them properly?

thank you very much,

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Post by falconeyed »

I'm not all that versed, but I do know that you want to hit the hell out of everything that moves. I would think short passing / running game sort of like Orcs. Basically you want to hit everything that moves so that at the end of your turn, your exposure to blocks is limited. AV7 will break. Getting Block on the Ulfs would seem paramount, as I imagine they will be your primary blitzers.

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Post by Rab »

What he said...

But don't forget the value of Sure Hands on your throwers for snatching the ball up once you've flattened their ball-carrier. Because Block will help keep your rerolls unused, you have them to hand for dodging in/out of tricky places to get that ball. Remember, a 5+ dodge with a reroll has over 50% chance of working!

And of course Mighty Blow on the snow troll is an absolute hoot 8) , particularly against, say, orcs or dwarves. They do tend to get upset when an armour roll of seven will rip through their AV9 :lol:

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Post by sturmjarl »

The "New" Norse are really fun. Some old Norse players hate the Ulfwereners and they "can" be a detriment with Frenzy and no block, like a weak troll without loner. Almost used more as a wall initially than actually "hitting" with him. Expensive player so be gentle with him in the beginning. But once they DO get Block...WATCH OUT! (took 8 matches for my Ulf to get Block :roll: )
Runners are GREAT with their movement and dauntless. Will score initially but really evolve differently depending on skill rolls. Can become a 3rd berserker or a Blodging catcher. (I have 1 at +1str and Frenzy=The Giant Killer, and 1 at +1AG and Dodge=Ball carrier) I almost always ignore MV increases and AV increases on positionals to keep TV down and getting those neccessary skills (guard, dodge,mighty blow, etc.). Only after that do I consider AV increase on Linemen after they get 1 skill (Kick, Dirty Player,Dauntless). Overall Norse play like low-AV Orcs with Frenzy. Really practice your Frenzy and Definitely take MORE Frenzy after a STR increase. Can't do much about AV so KNOCK THEM DOWN and get them OFF THE PITCH. Guard, DP, Mighty Blow,Dauntless and Frenzy are your Bread and butter.

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Post by Buggrit »

What they said.... My Norse team has gone more the blodging route with Block/Tackle/Guard on my Ulf's and my runners going with a variety of Dodge/AG+/Sure Hands/Catch/Sidestep/Fend to make them really difficult to put down. So far they've both scored around 20 TD's each...
My Snow Troll has become notorious since he got his name... Fluffy!
He's caused more casualties than some TEAMS and scored 5 touchdowns too!! S+ combined with Break Tackle and Mighty Blow and Block makes him a real threat (although I've been told I play better when he's not actually on the pitch, lol)
Throwers def need Sure Hands as their first upgrade, then go for Accurate unless you get doubles or an AG+
Blitzers are trickier as they're not as heavy hitting as Ulfs, I went Blodge on mine, then tackle/mighty blow unless you get S+
Just my Tuppenneth's worth.

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Post by jammydodger »

thanks a lot guys,

so skills wise
snow troll - mighty blow, block
ulfwerner - block, tackle (?)
blitzer - dodge
runner - dodge
thrower - sure hands, accurate
linemen - dp, kick (?)

has anyone tried putting pass block on the ulfs, so that you get an unbreakable barrier (with disturbing presence), making the throwing game all but impossible, and allowing you to concentrate on pounding people into small bits of meat.

also - wrestle on blitzers, allowing you to move your blitzer into a more convenient position with the second block - good idea or not?

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Post by Meradanis »

I think you should take a closer look at those skill categries of the norse team, most things you've suggested are Double rolls.

In my opinion, those Berserkers are still your main blitzers, despite having a ST4 Ulfwerener. When the Ulfs hit 6 SSP's, your Berserkers will probably have 2 skills already.
I like the "killer route" for my Berserkers: Mighty Blow, Piling On, Tackle. PO and Jump Up is a nice combo, but make sure he doesn't get fouled afterwards. It's all about some clever positioning of your players.

Runners should go Dodge and Strip Ball afterwards, don't use them as a Catcher, more like a Blitzer/Runner combo.

Now those Ulfs, they need Block and Guard badly. Choose one over the other as first skill, it's really a matter of taste. With ST4 and AV8, they're the only thing you have close to a Blocker, Frenzy is only a nice bonus for them. I've never had an Ulf with more thank 2 skills, so don't plan to far ahead for these guys.

One Lineman with Kick is a must have, the rest should go for Tackle and eventually one or two Dirty Player. A double is always Guard, and take any +AV you can get on these guys.
I'd develop one Thrower with Sure Hand, Accurate, Kick-off Return and Strong Arm on a double. The other one could go for Sure Hands, Nerves of Steel, and Dodge on a double. He'll be your guy for defence.

Pass Block on an Ulf is a weird idead, but it's not going to happen. They need Block and Guard, and won't earn enough SPP's for another skill. Besides, it's no use for them with only AG2.

For me, Wrestle AND Block on the same players is a big "No No" with one possible exception: A Blitzer developed into a Ballhawk with Wrestle and Stip Ball. If your Berserker gaings enough SPP's to think about Wrestle, I'd go for Pro instead. Norse aren't fast enough for Wrestle, you'll make a big hole into your own defence.

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Post by Buggrit »

Meradanis wrote:Now those Ulfs, they need Block and Guard badly. Choose one over the other as first skill, it's really a matter of taste. With ST4 and AV8, they're the only thing you have close to a Blocker, Frenzy is only a nice bonus for them. I've never had an Ulf with more thank 2 skills, so don't plan to far ahead for these guys.
Then you're either playing your Ulf's wrong or they're getting killed hella quickly!! Both my Ulf's are working towards their 4th upgrade... Give them Block first, then something like Mighty Blow, Guard or Tackle to keep them racking up the CAS SPP's... get them on the LOS and let them do what they do best... POUND on the Opposition.
Meradanis wrote:One Lineman with Kick is a must have, the rest should go for Tackle and eventually one or two Dirty Player. A double is always Guard, and take any +AV you can get on these guys.
I'd develop one Thrower with Sure Hand, Accurate, Kick-off Return and Strong Arm on a double. The other one could go for Sure Hands, Nerves of Steel, and Dodge on a double. He'll be your guy for defence.
Sound advice, but I wouldn't go for 2 throwers when one can do everything, as they start with block definitely take sure hands first and then go accurate and strong arm on doubles.... if you cage up properly you shouldn't have to worry too much about your BC unless the opposition is high AG and leap in to blitz, even then with Block on your thrower as a starting skill it's not overly risky. Pass block on a Lino or two can also help to deter higher AG teams, best if you can get them to put a TZ on the thrower or catcher (unless they have NOS)
Meradanis wrote:Pass Block on an Ulf is a weird idead, but it's not going to happen. They need Block and Guard, and won't earn enough SPP's for another skill. Besides, it's no use for them with only AG2.
Everybody can intercept on a 6 (yes, even Snow Trolls :lol: ) although there are BETTER and more ESSENTIAL skills to be giving an Ulf as stated by Merdanis.
Meradanis wrote:For me, Wrestle AND Block on the same players is a big "No No" with one possible exception: A Blitzer developed into a Ballhawk with Wrestle and Stip Ball. If your Berserker gaings enough SPP's to think about Wrestle, I'd go for Pro instead. Norse aren't fast enough for Wrestle, you'll make a big hole into your own defence.
Wrestle and Block on a Beserker could work as they come with Jump Up, although there ARE better skills to give them, as a key blitzer on the team Blodge, Strip Ball, Tackle, Mighty Blow... all good. Personally I use my Snow Troll as my key blitzer, but he's highly developed (heading for 70SPP's) and is both an effective Deep strike deterent on defense and a great Blitzer on offence... If you get +ST on your Snow Troll, take it immediately... 2D blocks/blitzes against other big guys with Frenzy & Claws is absolutely great :D

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Post by Cramy »

clockwork steve wrote: also - wrestle on blitzers, allowing you to move your blitzer into a more convenient position with the second block - good idea or not?
Once you have "wrestled", you can't get back up that turn. So you can't wrestle your opponent to the ground on the first block and get back up to move on the same turn.

On Frenzy players, I like Juggernaut. Allows you to push players in the crowd (or in your Snow Troll's TZ) much easier, and it cancels Stand Firm, Fend and Wrestle. Juggernaut is an underutilized skill IMO. Obviously, if your opponents don't have Stand Firm, Fend and Wrestle, then Juggernaut is of lesser value.

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