What to start a human team with?

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Ludakk
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What to start a human team with?

Post by Ludakk »

Hello, gentelmen!
I've almost never faced a human team and never bothered coaching one, but now I'd like to try it out, could you please tell me what your starting line up so to speak looks like with all the FFs and RRs, could you explain a bit on how to progress with them on and off the pith etc.
I've been coaching orcs all of my life, so trying out a human team should be nice for change imo.
Thank you!
-Ludakk-

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Post by harley_topper »

Many depends on the league you are playing in. What TR do the other teams have are there more bashy teams or more agility teams and so on.
In a rookie league (TR100) I would start a human team like this:

4 blitzers
2 catchers
1 thrower
4 linemen
3 RR
8 FF

After the first match you have to buy an apoth.

I would suggest to develop your team like this:
Try to develop your blitzers, they are the keyplayers in a human team. They can do both, the grinding game and the running game. You can also use them as catchers when it is neccesary.
Two of your blitzers need guard one tackle at their first skill. Then give them mighty blow, strip ball, one piling on (but not one of the guard guys).
On doubles dogde is a good choice and one with dauntless.
A human blitzer with Block, Dauntless, Mighty Blow or Piling On is a headache for your opponents big guys or ST4 players.

For your catchers the first skill must be block, it will help to protect them. Then sure feet and then sprint. On doubles Nerves of Steel.

For the throwers I would suggest first accurate then safe throw. On doubles strong arm.

For the lineman it might be block at first, one with kick, one or two dirty players (it depends on your playing stile) on doubles guard or dodge.

But there are a lot of threads talking about starting a human team, maybe you find some other advice there. Use the search option to find them.

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Post by bluetooth »

I like Harley's lineup but I would replace one lineman with an apothecary.

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Post by berserker »

Hi,

I recently started a human team with
1 Ogre
2 Blitzer
2 Catchers
1 Thrower
5 Linemen
3 RR
9 FF

I won my first 2 games (4-0 vs Amazons and 1-0 vs Chaos Dwarves)

I'm very happy with this roster. I have to give credits to Ianwilliams though as it is a roster I saw in another thread and that I decided to try, before I tried the same roster as harley_topper. I think the Ogre gives you the edge against non-undead rookie teams.

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Post by joker »

bluetooth wrote:I like Harley's lineup but I would replace one lineman with an apothecary.
cant, must be 11players at the start

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Post by Zy-Nox »

I start mine

4 Blitzers
6 Linos
1 thrower

4 rr

And the rest in FF.
It actually works suprisingly well.
Two Blitzers Took tackle first. Then Mighty Blow(Dodge on Doubles)
Two Went Guard Then Tackle
Liners went Block/Kick/Dp Guard On Doubles
Thrower Took Accurate/Block/Dump off

Bought apoth then Catcher/Thrower/Catcher/Ogre.

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Post by DoubleSkulls »

berserker wrote:1 Ogre
2 Blitzer
2 Catchers
1 Thrower
5 Linemen
3 RR
9 FF
Thanks for the credit.

I really like this roster too - its got a good balance and IMO humans need the balance.

Purchases are the apoth and then the 2 blitzers and 2nd thrower. After that a spare catcher or two, but you don't really need all 16 players.

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Post by Zombie »

2 Throwers
4 Catchers
5 Linemen
8 FF
5 RR

The two most important things when starting up a team are high RR and high FF.

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Post by bluetooth »

joker wrote:cant, must be 11players at the start
*sigh* Me and my eyes... Yes, correct. If you like ogres, Berserker's lineup is good, but would choose Harley's lineup.

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Post by berserker »

[quote="bluetoothIf you like ogres, Berserker's lineup is good, but would choose Harley's lineup.[/quote]
Well the ogre served me well as he grabbed 4 casualties in two matches, causing the death of a Chaos Dwarf and an Amazon linewoman!
I rolled a 10 (6-4, no double) but took block instead of the MA upgrade.

Maybe I'll take piling on as a second skill, I heard it was an okay combo :D

He's an injury machine, the one making the hole in the defense, often the opponent will tie 3-4 players to get him down in a word he makes room for the rest of your team.

But he can cause turnovers until he gets block and sometimes he fails his bonehead roll (pro could help)

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Post by DoubleSkulls »

Zombie wrote:2 Throwers
4 Catchers
5 Linemen
8 FF
5 RR

The two most important things when starting up a team are high RR and high FF.
Ouch. I would not like playing that line up. How do you play them? Obviously nothing like the way I play humans.

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Post by Zombie »

Play them like cheap elves until they get a few blitzers and an ogre, then play them however you want!

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Post by Dark Lord (retired) »

I've concluded that nobody throws blocks or fouls in Zombie's league because that team would be disintegrated in mine.

With a 5 FF and 4 ST players and no block any decent coach here would cripple it in about 5 or 6 turns.

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Post by Skummy »

Dodge will help the catchers, but they do have a 7 AV. It's chancy, but it would pay off handsomely in the long run.

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Post by Dark Lord (retired) »

Oh definitely! I'm not arguing that it could be a big pay off...but only if you don't spend your first 5 games replacing the catcher...who are the essential part of that team.

If you went into your first game and got your clock cleaned, you most likely will end up in a tail spin for awhile. Especially with low FF and very little defense.

Personally I don't start with lots of rerolls. I prefer to live without them and appreciate their value, so that later when my team is boiling over I can lower my team rating and hold down the handicap rolls.

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