Norse again, for league finals

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Carnis
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Norse again, for league finals

Post by Carnis »

My Tabletop norse team has played another short fixed schedule summerleague, ending up winning the pre-playoff series with a 4-0-0 record. I managed to mangle the former champion (A LRB5 wood elf team, with a oneturner and an AG5 wardancer), in the last match down 2 players causing 2 deaths in 6 casualties and leaving only a rooted treeman on the pitch, but the valuable ones escaped into badly hurt or knockout to play another day..

Next up is a 2 game play-off series, to define the league winner. In this series, there is no pregame inducement gold, but petty cash from your treasury can be used as the coaches see fit (with it not affecting inducement gold of either side). I have 180k in savings, planning to get a bribe in each of the 2 games (if I win, automatically get at least 40k in winnings 10k roll, 10k for winning, doubled for semifinals).

As it stands, I collected 2 skillups on my ulfwereners, one with mighty blow, one skilless. The mighty blow one will take piling on, so I have a backup killer/blitzer, if my primary killer MB/PO berzerker hits the turf, or is out of reach for a blitz.

What should I take for the 2nd ulf though? I'm seriously considering only Block/Wrestle, with wrestle being immediatedly useful as a ball-carry threat combined with break tackle later. Block works with, well, everything else. The other teams in the league are necro (finalist), woodie(finalist), lizard(likely finalist), halfling(possible finalist), goblin(possible finalist), nurgle, skaven.

The roster as it stands:
1590k value.
8FF
3Reroll
1 ass coach 1 cheer
180k treasury
# Position, MA ST AG AV, Skills, SPP, Value
1 Berserker 6 3 3 7 Block, Frenzy, Jump Up 3 90000
2 Berserker 6 3 3 7 Block, Frenzy, Jump Up, Mighty Blow, Piling On 25 130000
3 Ulfwerener 6 4 2 8 Frenzy, Mighty Blow, Piling On 16 150000
4 Ulfwerener 6 4 2 8 Frenzy, Skill 7 130000
5 Runner 7 3 3 7 Block, Dauntless 2 90000
7 Lineman 6 3 3 7 Block 5 50000
8 Thrower 6 3 3 7 Block, Pass, Leader, Sure Hands 19 110000
9 Lineman 6 3 3 7 Block 0 50000
10 Lineman 6 3 3 7 Block, Tackle 10 70000
11 Lineman 6 3 3 6 Block, Dirty Player, -AV 7 70000
12 Lineman 6 3 3 7 Block 5 50000
13 Lineman 6 3 3 7 Block 2 50000
14 Lineman 6 3 3 7 Block, Guard 13 80000
16 Snow Troll 5 5 1 8 Loner, Claws, Disturbing Presence, Frenzy, Wild Animal 4 140000

Aiming currently for a 2nd dirty player lineman, as 1 is not enough (I foul extensively), and AV6 means he may end up dead before he gets ejected in some games. So, any better ideas for the petty cash/inducements or the ulfwerener skillups? Old skills in italics, new skills in bold.

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Mad Banker
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Post by Mad Banker »

In my norse team, the ulfwerners are on crowd pushing duty (while the berzerkers and the snow troll are developed as killers) so they take block first followed by stand firm, which gives the nice advantage of having a ST4 roadblock to upset your opponent.
You seem to have gone down the killer road for both the berzerkers and ulfwerners...
I personally like to develop these players as pairs (2 killers, 2 crow pushing roadblocks...) but still I would go plain old boring block on the ulf...
Wrestle is an option though I don't like it very much on an MA6 piece (I’ve decided to forego it completely on my team as I feel that so much frenzy goes some way to compensate for the lack of it).
If you really want wrestle, make that a wracler and take it on your tackle lineman next skill up.
As for inducements, I always take apoths first and then see what remains... if I have enough; I found out that helmut wulf is very useful against AV7 blodgers.

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voyagers_uk
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Post by voyagers_uk »

I would go Block on the Ulf as well. Mainly so that you do not burn rerolls on his second Frenzy Block/Blitz in case he is out of position and it becomes dice against you.

Ulf's with Block strike a level of fear into the heart of most opponents.

Otherwise MB, one is nice, two is deadly.

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Carnis
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Post by Carnis »

Wrestle is my favourite atm, because it's the finals. I play pretty conservative if I'm outnumbered, or equal numbered marking players with only the ulfs & troll. When I get a 2-3 player advantage I mark all their players normally, in order to get dodges/freeblocks. A very common game goes like this:

On my own offence, blitz every turn with the killer + block the LOS. Move cage around players who are recovering from stuns (just prone very rare after mb/po blitz) -> Foul with dp. Do this for around 3-4 turns, usually my opponent forces me down either side, opening himself up for crowdpushes. At worst I can usually force 3-5 players out of the field through KO/CAS/Crowd/Fouls, at best I have cleared the pitch twice against woodelves (barring the tree, who just won't die).

On my defence, I can usually outnumber them with consistent fouling + mb/piling on (we don't have orcs, dwarves this season, both took a season off). Forces them to take risks, even an unprotected blodge, sidestep player can often score TDs though, if I can't get a wrestle or a tackle on him (have failed to score POWs on 6die blitzes countless times).

Wrestle/Break Tackle would remedy that problem, but would possibly create a serious weakness versus stronger teams later. Also, a block/tackle/jugger/bt player will do the same against blodging ballcarries, only better, problem is it requires 4 skills..

Originally I intended to take mighty blow on all 5 of my S access players. The league progresses so slowly though, that I have had to cut back on some skills and choose ones that help me immediatedly.

I would never burn rerolls on a wrestling both down though. Also, I think juggernaut is worth more for crowdpushing, than standfirm is.. Standfirm is more a grabber's skill of choice - just like sidestep goes with frenzy.

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Smeborg
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Post by Smeborg »

I suggest you need Break Tackle first, then Wrestle. I think these guys are the real blitzers of the team.

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Smeborg the Fleshless
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