I'm in agreement with the Re-Roll denial, I've seen a few teams with cheerleaders and assistant coaches in their builds purely for that purpose, and Flings are great at it, especially if they bring a chef along too.
Most tournament rulesets I've seen allow Flings a little more leeway in regards to Star Players, Inducements and the like, so the Chef seems like it could be an ever-present. If you're not after Stars anyway, it won't hurt you.
I'd also glad that I've brought 'Hardcore Halflings' into the BB lexicon

As I've said before, if you've got 14 Flings, then your opponent gets 5 'free' causalities before you're a short tubby man down. Flings are poor at the best of times, but short-handed Flings are in trouble.
For an overview of my Fling tactics, I'd say this:
- Don't be afraid to two (or even three) die block uphill. You'll probably have a re-roll for it if needed, and some excellent results can come.
- Dodge, dodge, dodge!
- The One Turn Touchdown should not be attempted every time you receive, as it's a great way of giving the ball away.
- Rooted Treemen make great turrets. Flings make great missiles.
- Hit and run - gang up in one spot for one (or two) dice blocks, fouls, etc, then run away. They cant hit you if they're not next to you.
- Don't be afraid of ST4 players. If you've only got one Fling involved in a block there at the time, what's the difference between it and ST3? Great to frustrate Black Orcs, Chaos Warriors, etc, when their precious ST4 is no more effective against you than a Lineman type.
- If you see something, try it - what's the worst that could happen?
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Commish of the PWCBBL in Burton, UK. Also visit
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Teams: Dead and Gooners (Undead) • The Hart Perversion (Chaos Pact)