New human team! Again!
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New human team! Again!
Okay guys, I asked for help a week or more ago about my new Human team which is going up against a very experienced league (see my other thread: New Human Team in Power League) but no one seems to want to help at all!
Thanks to the 2 guys who did respond but their only advice was to take a high FF, something that won't benefit me at all.
The new season gets underway tomorrow, I still haven't chosen my final line-up, and I'm due to play an Orc team. The Orcs have a TR of 274 (compared to my 100), a full compliment of 16 players (including one Ogre, Scrappa Sorehead, two lethal Blitzers both with over 60 SPPs and a BOB with 54 SPP), and a FF of 18.
I've asked for advice once already. Now I'm begging. Help me out with tips, hints, strategies, please!
Thanks to the 2 guys who did respond but their only advice was to take a high FF, something that won't benefit me at all.
The new season gets underway tomorrow, I still haven't chosen my final line-up, and I'm due to play an Orc team. The Orcs have a TR of 274 (compared to my 100), a full compliment of 16 players (including one Ogre, Scrappa Sorehead, two lethal Blitzers both with over 60 SPPs and a BOB with 54 SPP), and a FF of 18.
I've asked for advice once already. Now I'm begging. Help me out with tips, hints, strategies, please!
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Has he got many players with niggles? If he has choose "Virus" as your handicap (you are playing LB 2.0 rules?)
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There is not much you can do - perhaps LF's advice is the best!
The Handicap Rolls will be critical for giving you some help. The 5th choice is very important. If your oppo has lots of niggles then as suggested virus is the way to go. Make sure you pick a handicap roll after seeing the others. I would tend to pick one which will reduce your opponents best or maore damaging players - NB not the ones who will score the ones with Block, MB, Pile On etc. The best you can hope for is to get out of the game with your players intact.
A good handicap roll will also therefore be its in the bag - if you get this then kick off in the first half. This should then ensure you do not take the lead!
On field, basically stay away - do not follow up blocks unless unless doing so will allow another block which won't leave your guy to be hit next.
Blitz any Dirty Players and foul a lot. Sure you will get players sent off - but then they can't be injured!
Other than that, pray!
Dave
The Handicap Rolls will be critical for giving you some help. The 5th choice is very important. If your oppo has lots of niggles then as suggested virus is the way to go. Make sure you pick a handicap roll after seeing the others. I would tend to pick one which will reduce your opponents best or maore damaging players - NB not the ones who will score the ones with Block, MB, Pile On etc. The best you can hope for is to get out of the game with your players intact.
A good handicap roll will also therefore be its in the bag - if you get this then kick off in the first half. This should then ensure you do not take the lead!
On field, basically stay away - do not follow up blocks unless unless doing so will allow another block which won't leave your guy to be hit next.
Blitz any Dirty Players and foul a lot. Sure you will get players sent off - but then they can't be injured!
Other than that, pray!
Dave
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I hope it's not too late for giving you advice for your line-up...
Oh well...
Make sure you survive. That means:
First of all, the recommendation that you get a high ff IS useful, unlike what you think - and said in your first post. The reason is simple: more ff means more money, i.e. that will allow you to pay for the players who will replace the numerous casualties you will certainly get from playing against such big teams in your league...
Secondly: buy an apothecary! for most starting teams, this is not essential if they want to have a perfect line-up to win matches. However, in your case, I think that it is anyway unlikely that you will win your first matches, facing teams much more experienced than yours. Therefore, you'd better buy that apothecary.
Then, consider your money saving options:
You can expect to get quite a few casualties against your team in the beginning. I would not buy too many positional players if I were you. Those guys are more expensive, and their additional skills will not make up for the fact that your team is not that resistant as a whole, compared with your future opponents. That might seem pessimistic, but I would even consider not getting a single catcher (only 2st and 7av). Blitzers could be a proper investment since they are supposed to be slightly harder to knock down, but still... In the end, the more linemen you get, the better in my opinion.
- On top of that, linemen are harder to develop than blitzers, catchers (both of whom will usually be the ones that you will make score) and throwers (lots of completions...). If your linemen collect the first MVPs, they should therefore be skilled faster and give your team a solid base of players, and make it more stable than the guys who have over-skilled positional players but useless linemen... -
The other money saving issue is in the amount of rerolls you will buy. Remember they cost twice as much as in the beginning once you start playing. Do you really think you will have cash to spare in your first 10-15 games to buy rerolls at double the price, while you find yourself forced to replace all the players that will be injured?... Unlikely.
I think you may as well buy rerolls to play comfortably for the first 15-20 matches. That means at the very least 4 reroll in my opinion.
I would see as a possible line-up (but of course, there are other possibilities, following the advice I've just given):
2 blitzers - 180k
9 linemen - 450k
1 apothecary - 50k
4 rerolls - 240k
8 ff - 80k
= 1Mgc.
I know such a team will certainly suck in the short-term, but at least you will be able to survive your first matches and have a good development potential.
If you know that ALL your opponents are way more developed than you, you might even consider ditching the two blitzers for one more reroll and either more ff or a thrower (just to have one guy to develop so that he will be ready to make good passes once the other positional players can be hired in your team) + 10k spare...
Good luck.
Oh well...

Make sure you survive. That means:
First of all, the recommendation that you get a high ff IS useful, unlike what you think - and said in your first post. The reason is simple: more ff means more money, i.e. that will allow you to pay for the players who will replace the numerous casualties you will certainly get from playing against such big teams in your league...
Secondly: buy an apothecary! for most starting teams, this is not essential if they want to have a perfect line-up to win matches. However, in your case, I think that it is anyway unlikely that you will win your first matches, facing teams much more experienced than yours. Therefore, you'd better buy that apothecary.
Then, consider your money saving options:
You can expect to get quite a few casualties against your team in the beginning. I would not buy too many positional players if I were you. Those guys are more expensive, and their additional skills will not make up for the fact that your team is not that resistant as a whole, compared with your future opponents. That might seem pessimistic, but I would even consider not getting a single catcher (only 2st and 7av). Blitzers could be a proper investment since they are supposed to be slightly harder to knock down, but still... In the end, the more linemen you get, the better in my opinion.
- On top of that, linemen are harder to develop than blitzers, catchers (both of whom will usually be the ones that you will make score) and throwers (lots of completions...). If your linemen collect the first MVPs, they should therefore be skilled faster and give your team a solid base of players, and make it more stable than the guys who have over-skilled positional players but useless linemen... -
The other money saving issue is in the amount of rerolls you will buy. Remember they cost twice as much as in the beginning once you start playing. Do you really think you will have cash to spare in your first 10-15 games to buy rerolls at double the price, while you find yourself forced to replace all the players that will be injured?... Unlikely.
I think you may as well buy rerolls to play comfortably for the first 15-20 matches. That means at the very least 4 reroll in my opinion.
I would see as a possible line-up (but of course, there are other possibilities, following the advice I've just given):
2 blitzers - 180k
9 linemen - 450k
1 apothecary - 50k
4 rerolls - 240k
8 ff - 80k
= 1Mgc.
I know such a team will certainly suck in the short-term, but at least you will be able to survive your first matches and have a good development potential.
If you know that ALL your opponents are way more developed than you, you might even consider ditching the two blitzers for one more reroll and either more ff or a thrower (just to have one guy to develop so that he will be ready to make good passes once the other positional players can be hired in your team) + 10k spare...
Good luck.
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I like JJB's plan, but one variation would be to drop a Reroll to turn a lineman into a thrower so you can start developing ONE skilled player.
A tip on apothecary use against such a devestating team - Ignore any results other than a death or long-term maiming in the first half. In the second half, you can use the Apothecary on a more short term injury. The basic facts are that the Orcs are going to cause 4-8 casualties to you over the course of the game and you want to make sure your best players are around NEXT GAME. I would probably even let a lineman death stand (they're only 50k and it's not like they've got any skills at this point). I probably would only use the apoth on blitzers and throwers and only for multi-game injuries and deaths until the last 4 turns or so.
A tip on apothecary use against such a devestating team - Ignore any results other than a death or long-term maiming in the first half. In the second half, you can use the Apothecary on a more short term injury. The basic facts are that the Orcs are going to cause 4-8 casualties to you over the course of the game and you want to make sure your best players are around NEXT GAME. I would probably even let a lineman death stand (they're only 50k and it's not like they've got any skills at this point). I probably would only use the apoth on blitzers and throwers and only for multi-game injuries and deaths until the last 4 turns or so.
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