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CD starting roster. 2 cows and 4 RR

Posted: Sun Sep 21, 2008 5:59 am
by Ikterus
Is it advisable to try to get 2 cows and 4 RR in a starting roster?

In all threads I've read noone really suggests it but I find that this combo might be good.

I will play a long league.

2 Cows
3 CD
6 Hobbos
4RR
10K Extra

Posted: Sun Sep 21, 2008 4:31 pm
by sann0638
I just started with the same but 4CDs and 3 rerolls, and have been pretty successful. I like the extra rerolls in tourneys too.

Posted: Sun Sep 21, 2008 7:28 pm
by Andromidius
Long term it could work very nicely. Just be prepared for your Hobgoblins to be slapped around alot early on without the Dwarves around to protect them.

~Andromidius

Posted: Mon Sep 22, 2008 12:05 am
by Joemanji
I've found 3RR is usually plenty with CDs. You will miss even one of your possible 6 blockers, let alone 3. My standard starting roster is:

2 bulls
5 CDs
4 hobgobs
3 RRs

IMO the best way to develop a team is to start strong and win games. Nothing keeps a team ticking along like extra SPPs and gold from that winning bonus.

Posted: Mon Sep 22, 2008 12:48 am
by DoubleSkulls
I'd have thought that starting with more CDs would be important as they skill quite slowly. Also, long term, they are the bedrock of the team. BCs can skill fairly quickly and hob gobs die...

Posted: Mon Sep 22, 2008 2:39 am
by Storch
I think it depends on your league.
If you have any of the teams that get really bashy as they progress (chaos, dwarves, orcs, etc.) I would start with as many dwarves on your roster as possible.

That way, they have the most opportunity to get SPPs which will be necessary as Hobos have a tendency to find themselves living impaired at the least opportune moments.

If you have a bit lighter league with some elves and whatnot, go with the rerolls up front as you will be bale to survive a bit longer without the extra dwarf.

Posted: Mon Sep 22, 2008 4:05 am
by mattgslater
Joe's roster is the one I think is optimal. 3RR is enough: you need to buy 3 Hobs as fast as you can, as those are your scoring engine, your safeties, and your foul-for-quality option all in one. Plus they're AV7, they lack benefit of a 2+ dodge, and they need to GFI to make a 2T score.

Posted: Mon Sep 22, 2008 7:27 am
by Ikterus
To clearify things a bit, I plan to use the BCs as ballhandlers, at least from start. So the extra RRs are meant to act as Sure Hands...

I know that most people want the hobbos to carry the ball but I find that a S4 palyer that can move 9 squares is a dream come through when it comes to bashing through and making TDs. I've used Cows this way on FUMBBL and fun it a very fun way to play.

The CDs are cheap and getting 6 of them should'nt take to long, even if I start with only 3...

But I don't know if this is smart and thats why I started this thread... And I probably don't know how to use the CDs to their full potential and therefore don't realise their worth.

Posted: Mon Sep 22, 2008 8:41 am
by Joemanji
The CDs are the heartbeat of the team. I always like to include as many of them as possible. Bulls can be great with a couple of skills, but its the CDs that win you games. As has been mentioned, hobgobs are fragile and your roster has more of them than AV9 players. To me, that seems like a recipe for getting smacked. The roster with seven AV9 players gives you much more scope to protect the hobs.

But you are right to use the Bulls as scorers early on. In developed teams you'll need the ST elsewhere, and can't really risk the turnover anyway.

Posted: Mon Sep 22, 2008 9:10 am
by Ikterus
Joemanji wrote:The CDs are the heartbeat of the team. I always like to include as many of them as possible. Bulls can be great with a couple of skills, but its the CDs that win you games. As has been mentioned, hobgobs are fragile and your roster has more of them than AV9 players. To me, that seems like a recipe for getting smacked. The roster with seven AV9 players gives you much more scope to protect the hobs.

But you are right to use the Bulls as scorers early on. In developed teams you'll need the ST elsewhere, and can't really risk the turnover anyway.
Okeydokey!

3 RRs are probably enough to make the Cows pick up the ball anyhow. I'm lousy at calculating odds but 4+ with reroll is a decent chance of picking up the ball or catching a hand off.

Paying two CDs for that extra RR is maybe a to high price to pay...

Posted: Mon Sep 22, 2008 9:19 am
by Leilond
Ikterus wrote:
Joemanji wrote:The CDs are the heartbeat of the team. I always like to include as many of them as possible. Bulls can be great with a couple of skills, but its the CDs that win you games. As has been mentioned, hobgobs are fragile and your roster has more of them than AV9 players. To me, that seems like a recipe for getting smacked. The roster with seven AV9 players gives you much more scope to protect the hobs.

But you are right to use the Bulls as scorers early on. In developed teams you'll need the ST elsewhere, and can't really risk the turnover anyway.
Okeydokey!

3 RRs are probably enough to make the Cows pick up the ball anyhow. I'm lousy at calculating odds but 4+ with reroll is a decent chance of picking up the ball or catching a hand off.
Not rerollable 3+: 67%
Rerollable 3+: 89%

Posted: Mon Sep 22, 2008 9:20 am
by Ikterus
Leilond wrote:
Ikterus wrote:
Joemanji wrote:The CDs are the heartbeat of the team. I always like to include as many of them as possible. Bulls can be great with a couple of skills, but its the CDs that win you games. As has been mentioned, hobgobs are fragile and your roster has more of them than AV9 players. To me, that seems like a recipe for getting smacked. The roster with seven AV9 players gives you much more scope to protect the hobs.

But you are right to use the Bulls as scorers early on. In developed teams you'll need the ST elsewhere, and can't really risk the turnover anyway.
Okeydokey!

3 RRs are probably enough to make the Cows pick up the ball anyhow. I'm lousy at calculating odds but 4+ with reroll is a decent chance of picking up the ball or catching a hand off.
Not rerollable 3+: 67%
Rerollable 3+: 89%
So rerollabe 4+ = 75% ?

Seems OK to me...

Posted: Mon Sep 22, 2008 9:26 am
by Leilond
Ikterus wrote:
Leilond wrote:
Ikterus wrote:Okeydokey!

3 RRs are probably enough to make the Cows pick up the ball anyhow. I'm lousy at calculating odds but 4+ with reroll is a decent chance of picking up the ball or catching a hand off.
Not rerollable 3+: 67%
Rerollable 3+: 89%
So rerollabe 4+ = 75% ?

Seems OK to me...
Yes, 75%

Posted: Mon Sep 22, 2008 2:51 pm
by mattgslater
Just don't pick up 'til end of turn!

Posted: Tue Sep 23, 2008 5:23 am
by Ikterus
mattgslater wrote:Just don't pick up 'til end of turn!
I never do ;)