Looking for advice on Norse teams
Posted: Wed Oct 28, 2009 5:45 pm
I'm a newer player who had just bought and assembled a Norse team before things got to chaotic at home to play in the league at my FLGS. So I'm cutting my teeth on mbbl via PBEM, which lets you have up to five teams.
I'm currently up to four with different playstyles for each, and I could use input on them and their associated strategies. If I'm really missing something I could start a fifth. If you have more wisdom than free time, I'd rather have your input on just one of them than get it for none, so don't feel you have to comment on all at once.
--------------------------
The first team is "conventional." I probably started out with too few re-rolls, I'll be trying to add those.
Currently:
Thrower Dodge
Berzerker Mighty Blow (will miss next game)
Ulfwerener
Runner
Runner
7 linemen (none with skills though nearly all have at least 2 SPP)
2 TRR
3 FF
APO
record 2-1-0
Currently playing another Norse team that went for the big players. Some early armor breaks and injury rolls have me playing 8 vs 10 players, leaving me trying to hold onto my one TD lead in the second half.
Saving for: 3rd re-roll
Focusing on skilling up: Runners
Development plan:
Zerker MB, PO
(eventually) 2nd zerker Guard
Ulfwerener Block, guard
(eventually) 2nd Ulf Block, MB
(eventually) Snow Troll, Guard, MB
Runners dodge, side step
Thrower, Dodge, leader
(eventually) 2nd thrower sure hands, accurate, strong arm if possible
Linemen: Guard on doubles, Otherwise Kick, Dirty player, Tackle, Dauntless, in that order
Strategy: A cageish offense that usually eventually forgoes a proper cage to provide the assists needed to clear their players off mine. Throwing and handoffs are considered risky desperation plays.
------------------------------------
The second team is focused on experimenting with Ulfwerener. With their speed, strength and Frenzy I feel they could make great ball carriers/blitzers if they can be skilled up.
Currently
Ulfwerener
Ulfwerener
Berzerker (this berzerker will miss his next game as well)
Runner
Thrower Leader
6 linemen
2 TRR + leader RR
1 FF
APO
Development plan: The Ulfwerener (who are carrying the ball for now), will get block and break tackle. I debate with myself over the order. There are obviously some great reasons to go with block, but break tackle might help me score more with them which gives me wins and gives them SPPs.
At the heart of this is that I find many times just when a cage is about to collapse, a pair of str4 frenzy blocks could push an ulf to a spot where they could blow past the defensive line/pile on a 2+ dodge if they had break tackle. Similarily the Norse ability to open gaps in a defensive line/cage means that a break tackle Ulf may be able to pose a serious threat to the opposing teams ball carrier unless they are very well protected.
Runners: dodge, side step
Berzerkers: As the Ulfs are carrying the ball more, both zerkers will go for Guard, and
than maybe stand firm
Thrower Leader, Nerves of steel
2nd Thrower Nerves of steel, Accurate
With an offence centered on the Ulfwerener, the role of the throwers is to help protect them, and, if my advance is ground to a halt, nerves of steel lets them get the handoff from the ulf without any penalties, and than shoot it to a player a short distance downfield. (likely their target would have been flanking to provide an assist and would have been blitzed clear of TZs.)
Linemen: Kick, Dirty player, Tackle, Dauntless (Guard on doubles)
Saving for: I'm undecided between a second zerker(if I make enough) so I'll have one in my next game, more linemen, or save for a much needed re-roll.
record 1-0-0
Currently: Finishing up a game I'm losing spectacularily against pro elves. With some players out for the next game, and lack of other opponents at the time I challeneged a pro elf team nearly 600,000 gp ahead of me, and took wandering APOs for inducements, hoping to
get through without losses and build from there. It's been a rather educational experience, seeing just how rubbish block and frenzy are against side stepping blodgers.
------------------------------
The third team is a "light" team. Trying to go without a snow troll indefinitly and relying much more on a re-roll supported passing game.
Currently:
Thrower Dodge
Thrower
Berzerker
Runner
Runner (just died, due to drunken APO)
6 linemen
4 re-rolls
1 FF
APO
Development plan:
Thrower Dodge, Nerves of Steel (able to act as a backup thrower or catcher)
Thrower Accurate, Sure hands, Strong arm if I can get it
Runners dodge, side step
Berzerkers: Guard, mighty blow
Ulfwerener: Block, Guard
Ulfwerener: Wrestle, break tackle (to take down blodging ball carriers)
Linemen: Kick, dirty player, dauntless, dauntless, Fend (obviously still guard on doubles)
Saving for: Replacement Runner
Focusing on developing: Second thrower to get accurate
record: 1-0-0
Currently: In second half against a nearly TR equivalent chaos pact team. Despite being under muscled vs his heavy hitters, things had been going handely my way, until the second half when, despite the re-rolls, I simply couldn't pick up the ball or roll anything but snake eyes and gave him a gift touchdown. However I outnumber them and have the ball, and so I hope to come out on top.
---------------------------
Frustrated by the pyrric victories I'd been winning with my other teams due to squishy positionals, my fourth team is focused on starting out with expendable linemen backed by a smaller number of tougher positionals. Developing with a strong focus on getting guard early and abundantly, and hoping on the re-rolls to make up for blocks I'll have to throw without the block skill (until I can get it on the Ulfs and hopefully the troll).
I'm aware that Norse are simply out gunned in the muscle/guard depertment vs a number of other teams. However with handy use of Frenzy, dauntless, and some re-rolls I think my ability to disrupt formations may level the playing field.
Currently (starting setup)
Snow Troll
Ulf
Ulf
8 linemen
4 re-rolls
Saving for: Apothacary, than a Berzerker
Developing: Ulfwerener, though in this team they aren't intended to be ball carriers long term, I'm taking any opportunaty I can get to score with them for early development, especially since otherwise I'd be scoring with linemen.
Development plan:
Snow Troll: Guard, Mighty blow
Ulfwereners: Guard, Block
Berzerkers: Guard, stand firm or mighty blow
(eventually) runners, dodge, side step
thrower: Leader (Not sure if I'll bother with a second thrower or what I would do with them)
Linemen kick, dirty player, dauntless, tackle (guard on doubles)
Record (none yet)
Currently: Wailing on a chaos pact team that is also a 100TR new team. While they actually outmuscle me with three big guys, the advantage of squaring up my linemen with block against theirs without block has favored me heavily. Also with that number of re-rolls behind me, my linemen have been doing a respectable job of holding off the big guys while my strength players roll over his linemen. But the game is still young, and nuffle is fickle.
I'm currently up to four with different playstyles for each, and I could use input on them and their associated strategies. If I'm really missing something I could start a fifth. If you have more wisdom than free time, I'd rather have your input on just one of them than get it for none, so don't feel you have to comment on all at once.
--------------------------
The first team is "conventional." I probably started out with too few re-rolls, I'll be trying to add those.
Currently:
Thrower Dodge
Berzerker Mighty Blow (will miss next game)
Ulfwerener
Runner
Runner
7 linemen (none with skills though nearly all have at least 2 SPP)
2 TRR
3 FF
APO
record 2-1-0
Currently playing another Norse team that went for the big players. Some early armor breaks and injury rolls have me playing 8 vs 10 players, leaving me trying to hold onto my one TD lead in the second half.
Saving for: 3rd re-roll
Focusing on skilling up: Runners
Development plan:
Zerker MB, PO
(eventually) 2nd zerker Guard
Ulfwerener Block, guard
(eventually) 2nd Ulf Block, MB
(eventually) Snow Troll, Guard, MB
Runners dodge, side step
Thrower, Dodge, leader
(eventually) 2nd thrower sure hands, accurate, strong arm if possible
Linemen: Guard on doubles, Otherwise Kick, Dirty player, Tackle, Dauntless, in that order
Strategy: A cageish offense that usually eventually forgoes a proper cage to provide the assists needed to clear their players off mine. Throwing and handoffs are considered risky desperation plays.
------------------------------------
The second team is focused on experimenting with Ulfwerener. With their speed, strength and Frenzy I feel they could make great ball carriers/blitzers if they can be skilled up.
Currently
Ulfwerener
Ulfwerener
Berzerker (this berzerker will miss his next game as well)
Runner
Thrower Leader
6 linemen
2 TRR + leader RR
1 FF
APO
Development plan: The Ulfwerener (who are carrying the ball for now), will get block and break tackle. I debate with myself over the order. There are obviously some great reasons to go with block, but break tackle might help me score more with them which gives me wins and gives them SPPs.
At the heart of this is that I find many times just when a cage is about to collapse, a pair of str4 frenzy blocks could push an ulf to a spot where they could blow past the defensive line/pile on a 2+ dodge if they had break tackle. Similarily the Norse ability to open gaps in a defensive line/cage means that a break tackle Ulf may be able to pose a serious threat to the opposing teams ball carrier unless they are very well protected.
Runners: dodge, side step
Berzerkers: As the Ulfs are carrying the ball more, both zerkers will go for Guard, and
than maybe stand firm
Thrower Leader, Nerves of steel
2nd Thrower Nerves of steel, Accurate
With an offence centered on the Ulfwerener, the role of the throwers is to help protect them, and, if my advance is ground to a halt, nerves of steel lets them get the handoff from the ulf without any penalties, and than shoot it to a player a short distance downfield. (likely their target would have been flanking to provide an assist and would have been blitzed clear of TZs.)
Linemen: Kick, Dirty player, Tackle, Dauntless (Guard on doubles)
Saving for: I'm undecided between a second zerker(if I make enough) so I'll have one in my next game, more linemen, or save for a much needed re-roll.
record 1-0-0
Currently: Finishing up a game I'm losing spectacularily against pro elves. With some players out for the next game, and lack of other opponents at the time I challeneged a pro elf team nearly 600,000 gp ahead of me, and took wandering APOs for inducements, hoping to
get through without losses and build from there. It's been a rather educational experience, seeing just how rubbish block and frenzy are against side stepping blodgers.
------------------------------
The third team is a "light" team. Trying to go without a snow troll indefinitly and relying much more on a re-roll supported passing game.
Currently:
Thrower Dodge
Thrower
Berzerker
Runner
Runner (just died, due to drunken APO)
6 linemen
4 re-rolls
1 FF
APO
Development plan:
Thrower Dodge, Nerves of Steel (able to act as a backup thrower or catcher)
Thrower Accurate, Sure hands, Strong arm if I can get it
Runners dodge, side step
Berzerkers: Guard, mighty blow
Ulfwerener: Block, Guard
Ulfwerener: Wrestle, break tackle (to take down blodging ball carriers)
Linemen: Kick, dirty player, dauntless, dauntless, Fend (obviously still guard on doubles)
Saving for: Replacement Runner
Focusing on developing: Second thrower to get accurate
record: 1-0-0
Currently: In second half against a nearly TR equivalent chaos pact team. Despite being under muscled vs his heavy hitters, things had been going handely my way, until the second half when, despite the re-rolls, I simply couldn't pick up the ball or roll anything but snake eyes and gave him a gift touchdown. However I outnumber them and have the ball, and so I hope to come out on top.
---------------------------
Frustrated by the pyrric victories I'd been winning with my other teams due to squishy positionals, my fourth team is focused on starting out with expendable linemen backed by a smaller number of tougher positionals. Developing with a strong focus on getting guard early and abundantly, and hoping on the re-rolls to make up for blocks I'll have to throw without the block skill (until I can get it on the Ulfs and hopefully the troll).
I'm aware that Norse are simply out gunned in the muscle/guard depertment vs a number of other teams. However with handy use of Frenzy, dauntless, and some re-rolls I think my ability to disrupt formations may level the playing field.
Currently (starting setup)
Snow Troll
Ulf
Ulf
8 linemen
4 re-rolls
Saving for: Apothacary, than a Berzerker
Developing: Ulfwerener, though in this team they aren't intended to be ball carriers long term, I'm taking any opportunaty I can get to score with them for early development, especially since otherwise I'd be scoring with linemen.
Development plan:
Snow Troll: Guard, Mighty blow
Ulfwereners: Guard, Block
Berzerkers: Guard, stand firm or mighty blow
(eventually) runners, dodge, side step
thrower: Leader (Not sure if I'll bother with a second thrower or what I would do with them)
Linemen kick, dirty player, dauntless, tackle (guard on doubles)
Record (none yet)
Currently: Wailing on a chaos pact team that is also a 100TR new team. While they actually outmuscle me with three big guys, the advantage of squaring up my linemen with block against theirs without block has favored me heavily. Also with that number of re-rolls behind me, my linemen have been doing a respectable job of holding off the big guys while my strength players roll over his linemen. But the game is still young, and nuffle is fickle.