New season, new teams

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stashman
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New season, new teams

Post by stashman »

As always I like to start a new team in our rookie division and this time it's either High Elf or Human when the new season starts. Last season I did so-so in the leagues.

Rookie (only new teams)
Vampire 0/1/4 last place as I expected :lol:

Minor (0-139 TV)
Lizardmen 4/1/2 Won the Bronze Trophy (Third place, lost in semi)

Major (140-179 TV)
Skaven 1/2/1 I was almost certain to go to final, but nope :lol:

Super (180-219 TV)
Dark Elf 3/0/1 Come first place and lost final against hated wood elf :pissed:

Super Duper (220-259 TV)
Dwarf 4/0/1 Come first place, lost semi but won the Bronze Trophy

Fury Cup (all teams can join)
Dwarf Lost the quaterfinal vs. that damn wood elf team (that won the cup and the supers)


So this season I'm planning one of theese High Elf or Human.

Human seems easy to start with, necromantic seem hard to do a well balanced team and high elf are a bit worse to start than dark elf.

Nordland Lions (Human starting roster)
Roster I
3 Blitzer
2 Thrower
6 Lineman
4 Rerolls
9 FF

Good chance to get +2 FAME and cash becuse normaly coaches don't pick ff in the begining. Buy apo first, then a blitzer. Getting guard on two blitzers and tackle on one. One thrower with block, fend and maybe kick, the other accurate, hopefully strong arm and maybe leader. Lineman on LOS gets wrestle, fend and one dirty player and two tacklers. Frenzy on one lineman.

Roster II
4 Blitzer
2 Thrower
5 Lineman
4 Rerolls
1 Apo

Safer build then the first. Getting a ogre first then a catcher.


Cyclone Comets (High Elf starting roster)
Roster I
2 Thrower
2 Catcher
7 Lineman
3 Rerolls

NO block in the starting match! Hopefully I have blockers in two to three games. 3 rerolls for pick-ups, blocks and GFIs. One thrower with kick-off return, accurate and sure hands, the other with leader, block and dodge. Catchers gets dodge first, then one with block & dodge, the other gets wrestle and strip ball. Linemans with a mix of wrestle, block, dodge, side step, kick and fend for starters. Getting apo and blitzers a.s.a.p then catchers.

Roster II
1 Blitzer
3 Catcher
2 Thrower
5 Lineman
2 Rerolls

Less rerolls but a safer and faster team. Blitzer gets dodge and side step as first skills- One catcher with leap, dodge and sure feet. Getting a reroll after the apo then blitzer and so on.

Okey ladies and gents. Give me some good advice and some funny thinking about skill choice.

Whats your set up in the first game etc. Give it to me. Thanks. :lol:

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SillySod
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Post by SillySod »

Why on earth do you want two throwers to start your human team, let alone your high elf team? I can see why you might want a second one once your team is developed but until then surely you have better things to spend 20k on?

For Humans I'd go with..

4 Blitzers - 360k
1 Thrower -70k
7 Linemen - 350k
4 RR - 200k

20k spare for cash or FF, probably FF. This gives you 12 players to start the team with and lets you compete right from game one. Starting with 4 blitzers helps make sure the SPPs go where you want them to early on so you get a good amount of guard.

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stashman
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Post by stashman »

SillySod wrote:Why on earth do you want two throwers to start your human team, let alone your high elf team? I can see why you might want a second one once your team is developed but until then surely you have better things to spend 20k on?
Okey!

In the high elf team it's a bit about fluff :lol: Two brothers one is older (leader) and the other is more offensive (block, dodge). So it's a bit about that, but I think 20K is not much for both Pass and Safe Throw.

On the human team its becuse you get sure hands for free and two with sure hands is good, always good. 20K for that is cheap, becuse a lineman with sure hands costs 70K, the same as a thrower but without Pass and passing skill choices, so I don't have to do them as throwers, depending on stat increase etc. If I get +ST on a thrower he will become a great runner and a great blitzer, with sure hands to pick up the ball. 20K for two skills is cheap for me.

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SillySod
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Post by SillySod »

I agree that 20k is pretty cheap. However, you only really need one pass/safethrow and one surehands while your team is young... just think you'll get better value for money out of the other stuff you can get for 20k, like catchers :D

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Update: the Hartlepool family Glynn now has a virgin bath.

Barney is a clever dog.
stashman
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Post by stashman »

I was looking at this crazy human roster without team rerolls :lol:
Maybe it's to challenging to play and hard.

4 Blitzer
2 Thrower
2 Catcher
6 Lineman
3 AC
3 CL

A risky begining, but you don't have to block every turn aye? :D

Have anyone started a team without rerolls? I think I have read somewhere that you Sod have played some teams without rerolls. Does it work?

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katadder
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Post by katadder »

The human team I will be starting next is 4 Blitzers, 2 throwers, 2 catchers, 4 linemen, 3RR, FF1.

seems an all round decent team with both throwers on the field for offence so can cover picking the ball up either side of the field.

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Post by PubBowler »

I'm not be too worried about having 12 guys.
Not when you're starting without catchers and have LRB5 journeymen.

4 Blitzers are a must.

I'm torn on the two throwers issue for humans.
They aren't fast to skill up, pointing to an early purchase being better.
They're cheap and useful.

But two might be overkill.

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SillySod
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Post by SillySod »

Hmmm, whatever you do I definately wouldnt go for zero RR with humans in LRB5 :)

All of my zero RR teams have been an experiment in gaming the TS system that FUMBBL uses and I dont think that LRB5 gives you enough of a cost saving for it to be worthwhile.

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Update: the Hartlepool family Glynn now has a virgin bath.

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stashman
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Post by stashman »

Thanks for the human advices but how about high elf?

If I start human I will stick to the 4 blitzer roster and atleast 3-4 rerolls.

Ok, give my some HE advices. I think it's much harder to start a HE than it is to start a DE team.

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Post by mattgslater »

katadder wrote:The human team I will be starting next is 4 Blitzers, 2 throwers, 2 catchers, 4 linemen, 3RR, FF1.

seems an all round decent team with both throwers on the field for offence so can cover picking the ball up either side of the field.
This is my fave, especially in a short season. I'd keep both Throwers on defense, early in their development, moving one to an offense-only spot after picking up some defensive skills on other players and grabbing an Ogre. This lets you have an ST3 safety and a Catcher safety, which is potent, and you can keep a Catcher in reserves on D, which is good because it's easy to skill those guys without maximum pitch-time.

You could also start without Catchers and with no reserves, and take an Ogre. In the long run this is great as it gives your Ogre and Blitzers an SPP jump (Catchers don't need it), but I don't think you're going to get good mileage out of it with how few games you're going to play. In a long season, this roster is good because it tends to be easier to put linos in scoring position. Teams that buff their linos early do best because early buffs on linos let you know where the doubles will fall sooner.

For High Elves, I think there are three great options:

1 Thrower, 3 Catchers, 7 Linos, 3 RR or 2 RR Apoth
2 Blitzers, 1 Catcher, 8 Linos, 3 RR or 2 RR Apoth
1 Blitzer, 4 Catchers, 1 Thrower, 5 Linos, 2 RR

I'd advise Humans over High Elves if you aren't going to play at least 10 games.

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