New Human team with non-standard starting line-up

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gold_penguin
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New Human team with non-standard starting line-up

Post by gold_penguin »

I was thinking about starting up a new human team, and I was thinking about how with a new elf team, people often suggest that you start out with all linemen, so that they have a chance to build up skills before your SPP hogs get on the team. So I was wondering if you could do the same with a human team, but since they have only got AG3, you would supplement that with re-rolls. So the team might look something like:

12 linemen
6 re-rolls
9 FF
10k left over

I was thinking of playing the team in the REBBL challenge league, so it won't matter a lot if they aren't too great to start with, and I should be able to find plenty of opposition with a fairly low TR to test them out on.

Has anyone else tried this? Do you think this is a viable team when there is no fixed schedule?

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Re: New Human team with non-standard starting line-up

Post by MickeX »

I'd say there's simply no reason to buy RR5 and RR6. With throwers, blitzers etc you can hog SPPs on your linemen a lot more than you could with those two RRS.

Anyway, is getting SPP:s for the linemen really that important? I prefer getting Blodge for catchers, Guard/Tackle for blitzers and Block/Accurate for throwers first. By then, several linemen will have ebough SPP:s to get Block.

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Post by gold_penguin »

So if I read what you are saying correctly, having blitzers and throwers on the team will allow you to give the ball to a lineman and let him score? So while you gather skills for your positional players, you also mix it up and let your linemen score a bit to get block?

I'm not saying for sure that human linemen need skills more SPP... I was just imagining a team where you would have a decent lot of 5 or so linemen with a variety of skills... all with block, some tacklers, kickers, leaders, whatever... so that you have some truly excellent backup to your blitzers and catchers, and guys who can even fill in for blitzers in a pinch if you are getting smacked. Normally linemen do their little job well without skills, but I was thinking they might be even better this way.

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Post by RogueSangre »

Elf teams start out with all linemen because THEYRE EXPENSIVE, we always upgrade later.. if we live long enough

many high-tr elf teams only have 2 or 3 surviving linemen left and the rest position players.

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Post by DoubleSkulls »

I think you are missing the fundamental point. Elves are expensive. They rarely, if ever, get to maximise their positional players, so need a solid bedrock of line elves to build on.

Humans are, relatively, dirty cheap. Can afford all their positional players quite easily, and buy more rerolls too. After a dozen games I'd never expect to field more than 4 linemen (Ogre, 4 Blitzers, 2 Catchers, 2 throwers = 9 players).

Also humans don't need huge amounts of rerolls because of all the sure hands, pass, catch & dodge they have.

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Post by joker »

starting with 6RR is for really long league, could be an idea
but like all said, its better to take position player, just for skill access, they only take on general and elves take on general and agility

u expect to roll lot of double for developement of the team

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Post by Alesdair »

I'd drop a RR and exchange 2 lino's for throwers (which are just face it skilled lino's)

Throwers also increase slowly as they tend to rely on 1 SPP a completion...

I'd say it'd be worth a try... just for fun...

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Post by Xtreme »

If you are going to try this which i wouldn't but whatever, i would drop a reroll for an apothecary.

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Post by DoubleSkulls »

Oh - the other thing is that Elven linemen are actually pretty good players - they can throw/catch/dodge. Which human linemen can't.

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Post by Gus »

joker wrote:starting with 6RR is for really long league, could be an idea
on the contrary, for long-term leagues, you also have to take the minimum number of RR, so that you can drop your TR as time passes by...

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Post by Skummy »

I did something similar with my Human team, but started with 4 rerolls, 2 blitzers, a catcher and a thrower - if I recall correctly. It does get you ahead of the power curve by about game 5. The 5th reroll is worth buying eventually, but the 6th isn't really worth while.

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Post by Mirascael »

Why would you want to pay 50k for a RR if you can have 2 for 20k? (i.e. Sure Hands + Pass on Throwers, Catch + Dodge on Catchers). Some turns you need more than just 1 RR, Block and the mentioned skills will save you the RR for that situation when you urgently need one.

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Post by Skummy »

Because if you're looking long term, you will want a team with 4 rerolls. Buying them up front saves you 100k in the long run, and it effectively gives you that "skill" reroll on all of your lineman. If you can get 4-5 lineman skills, wile buying the blitzers and catchers, you will have a leg up on the competition in 4-5 games.

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Post by leblanc13 »

If you were really set on doing a lineman team I recomment dropping two rerolls, picking up the apothecary and exchanging two of the linemen for throwers. The thrower is an indespensable player on the human team. Only 20k more and they come with two very useful skills.

Really, 4 rerolls is all a human team needs to start a league. Towards the end of a league you may want to buy more to get rid of excess cash.

I think your team could be fun to play with a few modifications though.

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