Norse again, for league finals
Posted: Thu Aug 06, 2009 12:13 pm
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.
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.