Human team for a new league.

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Ted Bundy
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Human team for a new league.

Post by Ted Bundy »

Hi everyone!
I play around 20 games and now I gonna play in a league. I love this human team, fast, strength and a safe team. So in the league We will play 10 games before the playoff, I am the must experienced player........but need some help to build a good team.......I like playing a good all around team with passing and runnig......and some muscle on the LoS. I like playing in defense .........so right now my team look like this!

3 blitzers 270,000
2 Catchers 140,000
1 Trhower 70,000
1 Ogre 120,000
4 linemen 200,000
2 rerolls 100,000
1 apo 50,000
5 FF 50,000


I like this big Ogre in the middle of my LoS....he give me lot of good block. Catcher is good for fast TD or help me for giving assit to my blitzer for defense play.....blitzer is damn good so 4 is the top of the top but I think 3 at the beggening will be enough. The others team will be, 1 Chaos, 1 Orc, 1 Skaven, 1 Elf, 1 Vampire, 1 Human (Me), and two others team...................So i dont now if you can give me some advice when you begging a new league.........and maybe some hints for my human team! Tanks to all of you................You rocks


Ps. sorry for my english I am a French Quebecers! :lol:

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Post by DoubleSkulls »

I'd start a human team like this:

1 Ogre
2 Blitzers
2 catchers
1 thrower
5 Linemen
3 TRR
9 FF

This is a very solid lineup that probably emphasises bash more than flair - but that suits my style.

Obviously first purchase is the apoth, followed up buy the remaining blitzers and thrower. Eventually you can buy the remaining catchers (I don't like fielding more than 2 at once).

Over 20 games high FF is a must. It will bring in so much more money and help with the Kick Offs too.

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Ian 'Double Skulls' Williams
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Post by Blixten »

I just started our league with the very same team Ian listed, and my first game was against another Human team. Unfortunately my Ogre was KILLED by a foul on the second turn of the game, after he knocked himself over by rolling double Skulls the turn before. Ironic, because I switched teams at the last minute from Dark Elves to Humans for the very fact that I wanted to try playing with an Ogre. Anyways, pointless rant, but I do think Ian's starting suggestion is solid...

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Post by bo »

yes, ian's suggestion is cool, and i suppose he's an extremely experienced coach, too, so that might be a very good starting team to opt for. i still have another suggestion, which might perhaps also be competitive enough- it's a human team i've recently started to "coach" through a season:

it's very similar to ian's, but it has a difference which might suit you better in case of having to play a tough opponent (or more of them) in the very beginning, i.e. in the first match.

in order to prevent my ogre being killed right away i started with an apothecary instead of one re-roll. it seems like wasting 50 k right away in the beginning (as the re-rolls become twice as expensive once the league gets started), but it in fact gives you good chances of maintaining your big guy (or your expensive blitzers) on the field, which not only means saving money by seeing them live for another day, but maybe also winning the game, as you maintain your hitting power for a little longer , after your opponents lucky block/foul action.

i'd also choose a second thrower instead of a catcher, and that's it. by having 2 guys in the backfield handling the ball when you recieve (and 2 who are extremely good at it!) you will, in the end, be able to pull off a very much faster passing play then you could with 2 catchers waiting for the pass & only 1 guy to deliver, even if the ball chooses a very nasty & far-off place to land, in the first place. when kicking, you will also be able to field 1 more ST3 & AV8 player for the defense, so chances are that he will last longer than the ST2 & AV7 one (though, admittedly, the ST2 guy has dodge, so he has some protection from going down when blocked,- but AV goes a long way in a bashing game, so thats why throwers are my choice...)

to summarize:

1 ogre
2 blitzers
2 throwers
1 catcher
5 line-men
2 re-rolls
1 apothecary
9 fan-factor

they've served me well, but on the other hand they've had only a couple of games so far. :D
good luck,
bo

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Post by Blixten »

I know, I should have learned by now to get an Apothecary to begin with...I was hoping to get by the first game and buy it for my second game, but it didn't work out that way. Apothecary is definately the way to when you have big ticket players on the field.

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Post by Skummy »

I always take the risk and go without the apoth in the first game.

It hurts about one in six times, if you play a very careful game the first time out.

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Post by Ted Bundy »

tanks guys! I will try to play a conservative style if I can beat my 2 fisrt opponnent I will be in a really good situation so here we go

1 ogre
2 blitzer
2 trhower(1 a offensive player, and the other a good defensive player)
1 catcher
5 linemen
3 rr
9 FF

I think is a good line up, uselly its always my catcher who make TD, but I will try to use some rr to give a chance to a linemen and of course my blitzer. I like the idea of 2 trhower, that will be very usefull in defense to pick up a scattering ball and all this stuff. and if I can lure my ennemy with my catcher cause he will think that the guys who will score and make a play to a lonelinemen (3rr very good)........that will give me some more spp to this poor but useful linemen........anyway.........thanks again guys your very cool with everybody .....................and again You all Rocks.!

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Post by bubb »

4 - Blitzer
2 - Thrower
1 - Catcher
4 - Lineman

3 RR
8 FF

Just putting my .02

This lineup provides for two penetrations into the opponents zone (w/ the 4 blitzers), lineman to tie things up, 2 guys able to pick up the ball, and a deep threat. If you can move your blitzers downfield after the first turn, use the catcher to run the ball to them and hand off. Good way to get the blitzers points if you have the means and keeps the catcher from becoming a huge target and eating up all of your TD production.

I have found htis keeps balance. I prefer going ogre once the team is established and I have a leader RR

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Post by berserker »

Ted Bundy wrote:I like the idea of 2 trhower, that will be very usefull in defense to pick up a scattering ball and all this stuff.
For a scattering ball sure hands doesn't help, catch does.

I started my human team with roster Ian suggested you, it is very solid.
I'm not conviced a 2nd thrower will help you more than a 2nd catcher. Those guys are really mobile with MA8 and dodge, they lend assists anywhere on the pitch. And catch helps you to make completions too (for that odd pass with a lineman with just an MVP needing 1 spp for a skill...)

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Post by harald »

9FF
4RR
2 Blitzers
2 Throwers
2 Catcher
5 Linemen

is how I'd start. Get an apothecary quick and then hopefully the ogre before the second blitzer. Fill the blitzers before the catchers since catchers are so easy to get SPP on.

Try to play a non-khmeri opponent in game one and you should be all set for the future.

I do not want more than 5 linemen for starters since 5 is the maximum you will employ on a fully developed squad. I prefer hoping I will be injury-free rather than counting on niggles, statlosses on linos and forcing some into retirement after a few games when the position players are to be bought.

I do not fancy having catchers from the beginning due to the fact they are easily the SPP hogs and I'd rather develop the linemen and blitzers first. Throwers develop themselves nicely.

Perhaps drop a reroll and turn both catchers into blitzers and save 10k is another way to go thus
9FF
3RR
4 Blitzers
2 Throwers
5 linemen
10k

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Post by bubb »

The only problem I see with that starting line up is that there are not any real long ball threats to stretch the defense and force them to use guys to defend away from the ball.

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Post by leblanc13 »

My recommendation is to never use the ogre when the game is on the line. He will invariably Bonehead at the worst possible moment. Your frustration over your ogre can easily cloud your judgement and cost you the game. It has happened to me MANY times in my last season. I took the ogre for the same reasons you did. He did not get a star player roll until the end of the championship game (Which I lost!)

Ogres are great to use as a threat, but don't expect too much out of the well-meaning big guy. Use him to threaten on defense and use him judiciously on offense. My recommendation is to never declare a blitz with him unless he is the only player who can get into position for it or unless you have already moved everyone else on your team. He will Bonehead in most of these situations...really...he will.

Trust me on this! Ogres bonehead more than you think. Also get someone on your team Leader as soon as possible. It helps. Get the ogre PRO if you are lucky enough to roll doubles on his first skill roll.

Don't hinge the success or failure of your team on the use of the ogre.

The human team is a great team without the ogre. If used carefully, your ogre can make a great addition to the team, but don't base everything on him.

I hope this helps.

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Post by Skummy »

Don't be afraid to start with more than 5 lineman on a human team. I've started with as many as 7, and it does not hurt you. While they are getting aged and injured, you can hire new blitzers/catchers to replace the ones that inevitably won't make it.

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Post by leblanc13 »

In addition to my rant about taking an ogre to begin with. I think that the team that comes with the boxed game is pretty balanced.

2 Thrower
2 Blitzer
2 Catcher
6 Linemen

3 RR
9 FF

You might replace one lineman with an apothecary, but you don't need to.

This is a pretty talented human team to start with, has an extra player, and is flexible enough to deal with most situations that come up during a game. I woul purchase the apothecary as your first purchase and then go for more Blitzers and Catchers.

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