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Norse skill advice against mixed opponents
Posted: Tue Feb 17, 2009 8:04 pm
by Halskov1
Hi,
I coach the following Norse team, that just rolled two normal skills for a runner and a lineman:
Ulfwerener 6428 +block (12 spp)
Ulfwerener 6428 (3 spp)
Blitzer 6337 frenzy, jump up, block + mighty blow, + guard
Blitzer 6337 frenzy, jump up, block + guard
Runner 6347 block, dauntless +ag, + dodge, + normal skill
Runner 6347 block +dodge (11 spp)
Lineman 6338 block + kick
Lineman 6338 block +tackle, + normal skill
Lineman 6338 block + guard
Lineman 6338 block (5 spp)
Lineman 6338 block
Lineman 6328 block –ag
Snow Troll 5518 WA, loner, disturbing presence, frenzy, claws
RR: 4 Cash: 50.000 Apo: yes FF: 6 TV 164
I’m in a league where I’m going to face Lizards, Dwarves and Pro elves in the last three games before the finals. Dwarves and Lizards are around TV 130, Pro elves around TV 160.
What to choose for the skill increases?
For the lineman I’m leaning towards pro, but considering wrestle. Never minding the non-synergy with block, wrestle should help a lot vs. both Dwarves and Elves that I consider the strongest threats.
The +ag and blodge on the runner makes him incredibly useful and most of my plans revolve around him in one way or another. That in turn means that most opponents target him for assassination if they get half a chance. That makes me hesitant to use him as a corner (at least against opponents with tackle), and that makes side step a little less appealing, but I’m considering that and leap.
Suggestions?
Posted: Tue Feb 17, 2009 9:09 pm
by grampyseer
Can you take leap as a normal skill for a runner?
I'd be tempted to go with sure hands..keep him as a ball mover, failing that; you could give him pro to increase his odds of a successful dauntless check.
Posted: Wed Feb 18, 2009 12:07 am
by Mo
For Liners, a Dirty Player and more Frenziers. Buckets of block dice to throw at your opponents knock them down, or at lest shove them further.
Side Step, Sprint, or Sure Feet on the Runner would be my leanings. Side Step is a very healthy defensive choice -- it keeps you from getting shoved into the path of more blocks or off the pitch, and it can help you gain more yardage towards the goalline.
Posted: Wed Feb 18, 2009 9:21 am
by prisma
dauntless on the lino,
wrestle is also fine, it combines good with tackle (wrackle makes him a the hunter of ballcarriers, stripball is also fine for that). with tackle, shadowing is also an option.
your +AG runner: sidestep doesn't capitalize the +AG, but is nevertheless a very good skill. leap is more risky, take it only if you don't bother if he dies of a failed leap with his low AV.
Posted: Wed Feb 18, 2009 11:08 am
by TuernRedvenom
for the runner: side step
For the lino the best option would be Fend IMO. This frees him up to redeploy next to some dodgers if opponents hit him. For the next skill on the Guard lino I'd also take Fend.
Posted: Mon Feb 23, 2009 12:27 pm
by Halskov1
Thanks for your input.
To summarize
Normal skill on the tackle lineman:
Frenzy: No, although tempting, but this is a Norse team. He would take my frenzy count to 6 players, which could be problematic.
Dauntless: No. I have dauntless on the runners, and it will only help me against the Lizards (the least of my worries in the 3 upcoming matches).
Fend: Almost under consideration. But it seems at it's best against lizards (see dauntless).
Dirty Player: Under consideration, although I don't like the combo with tackle. He's my only tackle player for now and I don't want him sent off.
Wrestle: Under consideration. Good in the dwarf and elf matches.
Pro: I like this one, to re-roll push-backs and both-downs (against block).
On the dodge AG+ runner:
Sure Hands & Sure feet: Boring, but definitly helpful and effective on both offense and defense. Hard to disregard. I lean towards Sure Hands.
Leap: Not boring, but potentially very lethal for an av7 player. Does the reward match the risk?
Side step: Probably won't use him as a corner, but he will get hit anyway. And I like side step.
I'll have to choose before the skills within the next 48 hours since the next match is coming up. I would appreciate any last minute advice.
Posted: Mon Feb 23, 2009 4:04 pm
by Mo
Halskov1 wrote:
Frenzy: No, although tempting, but this is a Norse team. He would take my frenzy count to 6 players, which could be problematic.
Playing Norse, you should eventually get to the point where Frenzy does not seem problematic. It should become automatic that you choose your lines of attack so that each successive frenzy has adequate assists in place along the route you want to push. And that each one then ends up in position to assist the next one. Especially once your Blitzers get Guard -- they can attack at any point in the sequence depending on the need of the situation. Typically I want them to go first so that they end in a postion where they are supporting other frenziers who follow.
A good way to start practicing coaching mulitple frenzy plays is to set up the crowd surf right off the line of scrimmage. When receiving the kick-off, make sure your Frenzier #1 on the line of scrimmage has assists in place to attack his target and shove him 2 squares sideways down the line towards the crowd, and towards Frenzier #2 who starts the play in the first square of the wide zone. Frenzier #2 is already in position to support the 2nd block from #1. And Frenzier #1 ends in position to support the 1st block from Frenzier #2.
Frenzier #2 repeats the process and shoves the target 2 squares down the line towards Frenzier #3 who starts the play one square out from the sideline.
Before Frenzier #3 attacks, move a 4th player into postion to assist Frenzier #3's 2nd block at the sideline. Or better, if Frenzier #3 is a ST4 player, you won't need to move an assistant in.
Of course, at any time during this process you can choose to just knock the target over when the block dice cooperate. But if you keep getting shove results (or choose to take the shoves), then your target is on an express train of Frenzy into the crowd.
Once you get the hang of that play, then the next step is setting up similar plays that push towards the goal line. For these you will need to be moving assistants into place and figuring the best point in the sequence to use your blitz. Even in complicated mid-drive scrums, your eye will start to see the little Chinese puzzles of which of your blocks need to go first to set up your best chain of frenzies.
This is a Norse team!
Posted: Mon Feb 23, 2009 4:25 pm
by voyagers_uk
be good if the last in line was a +ST Multiblock Dauntless guy to get more than one into the lower tiers.
Posted: Tue Feb 24, 2009 4:22 pm
by Halskov1
[
Playing Norse, you should eventually get to the point where Frenzy does not seem problematic...[/quote]
Thanks for your input. I agree completely with the above statement. I have no problem with the 5 frenzy players already on the team. They are integral to (my understanding of) Norse strategy and tactics. I also agree with your implicit message that you shouldn't "fear" frenzy.
I do however believe that there is a breaking point to how many frenzy players are a benefit for the team.
Imagine all the players having frenzy. This would give a tremendous information advantage and thus potential tactical advantage to your opponent. Defense would become difficult because of the need to follow up all blocks. Side Step would be very dangerous. Mass Side Step would kill you. If you became outnumbered there would be no way back, since an intelligent opponent with man advantage could make most of your blocks into potential turnovers.
I am perfectly willing to accept that a 6th frenzier could be ok, but I hesitate, because I fear it will make it easier for the opponent to anticipate the frenzy blocks. Thus solving his own chinese puzzle based on his knowledge of my compulsory moves.
I am not sure that 5 is critical mass of frenzy players, but all the tactics you describe I can see carried out with the 5 frenzy players already on the team (even 4 if you choose not to count the troll as a regular frenzier).
Frenzy is obvoiusly a good skill, the question is how much of it you can have before it turns into a liability.
Posted: Tue Feb 24, 2009 4:43 pm
by Tripleskull
I would take fend on the linemann. Will give you mobillity on your tackle player and in the long run a defence against piling on.
Posted: Tue Feb 24, 2009 7:26 pm
by mattgslater
I also think Fend/Tackle is good on a lineman, particularly given that you have a Runner you can't use on the corner. You don't need a dedicated hunter on a Norse team. Tackle/Kick is also good, if you want to put him in at safety. Whether you take Fend for a CB or Kick for a safety, try to get the 5SPP guy up and give him the other skill. My gut says Kick for the Tackler: that way, you're ready to give the lino SS or Dodge if he rolls doubles and you're stylin' (unless you give him Guard to play the nose; that's good, too). EDIT: Oops. You already have a Kicker. Take Fend.
I'd take Leap on the +AG Runner and make him an OLB/nickel corner, in the wide zone but not protecting the sideline. Try to get the other one (the one you're building as a true cornerback) up ASAP to get him Side Step, letting you protect the +AG guy by putting this corner in front of him rather than behind. Shift the Ulf to safety on that side, and the Blitzer to ILB, and stick the safety on the inside, so the Blitzer is hugging the wide zone from one-back and the Ulf is one inside of the WZ line, and two-back. You could also use the Snow Troll there, sticking the Ulf up at ILB and using the Blitzer on the line at NT, or just saving him up in your reserves.
Posted: Tue Feb 24, 2009 7:37 pm
by Tripleskull
For the runner I would take sure hands - the borring stable choice. I assume the elfs has leap, strip ball...?
Posted: Tue Feb 24, 2009 8:04 pm
by mattgslater
Yeah, that's not bad either.