What are good Norse tactics for a long term league

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Gus
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Post by Gus »

Chaos. play carefully, don't use a BG. start with 2 RR and a CW, then get an apoth, the last CW, and up to 4-5 RRs asap. don't focus on getting claw/rsc at all cost, go for other useful skills (Big Hand first on a beastie, frenzy is a good option on another doubles for a beastie, CWs should go block then guard, keep mighty blow for when you REALLY have nothing else to get). you can actually play Chaos as a "strong" team without having to load up on claw and making it a "terror" team that can only play the ball when the pitch has been cleared.

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Post by Bizzy »

I wouldnt be all out claw/rsc. I would use big hand on a beastie and other things like that.

But you think Chaos is a good choice of a team taht can "do it all" even w/o doubles.?

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Post by DoubleSkulls »

Bizzy wrote:What team that's got good bash potential and good run potential can I use that will survive in the long term?
Generally these things don't go together very well.

Chaos Dwarves are probably the only one that obviously works - primarily because of high Av on all positional players, access to an apoth, and good speed on the Bull Centaurs.

Lizardmen, Necros and Undead all have a good running game and can compete in the longer term too - but can easily have a back couple of games that makes recovery difficult. One lizardmen teams have developed the saurus then skink vulnerability is less important.

Orcs and Dwarves have a generally slower game but thanks to Av9 have excellent long term potential.

Probably top of the heap is Chaos. Good strength all over, mutations and excellent long term potential combined with reasonable speed.

In general mutation selection falls into 3 categories
1) General - pick odd skills like Big Hand, Foul Appearence, Tentacles and of course RSF/Claw on appropriate players.
2) Claw/RSF everywhere. Murder teams are boring IMO, but their effectiveness can't be disputed. In open leagues you'll struggle to get games against non-lethal or suicidal teams.
3) Foul Appearance - to make it work properly you need lots so apart from one Big Hand everyone else need FA on doubles and Claw/RSF are reserved for 2nd doubles. Once again open leagues its pointless since passing teams won't play you often.

Chaos can work without getting a lot of mutations too - but its much harder to get working.

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Bizzy
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Post by Bizzy »

Well I have played Necro. I know how badly one game can decimate you. It's a very bad scary image. I am not one to fancy ST 2 players (personal opinion) so Lizards not a good selection for me. Dwarf to slow and unagile...Orcs to over played and I don't fully fancy.

Chaos is a good team because even if I can't roll doubles, I can have a good team. I just need to find a team to buy lol.

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Post by Gonzo »

My Norse team have benefitted from 4 players having AG 4. A combination of a short elf like passing game and brutal norse blitzing have seen the team advance to TR312 and two titles.
Some notes on our league:-

Fouling Cas's count for SPP's
Mighty blow is declared for either armour or injury before the dice are rolled
Secret weapons are allowed to be bought for one player on your roster.

Its a tough job but Norse sides can live with the big boys at a high TR..

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Gus
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Post by Gus »

that's interesting... what are the other teams ? how do winnings work ? what is your FF ? i think that developed comments would interest Bizzy, if he wants to stick with the norse idea (and norse are fun, the blitzer is so great =) )

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Post by Bizzy »

Norse or Chaos are the two that interest me. My only cripe with your 320 TR team is the fouling part. Anyone can foul every turn get ejected lose the game skill up right?

Chaos as we all know their points. Im gonna make a thread bout them so we can focus on Vikings here

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Post by Gonzo »

Our league contains a fair spread of agility/bashing sides. In our last cup competition Orc, skaven, Dark elf, Dwarf, Human, Amazon and Chaos Dwarf teams competed. We had two groups of 4 teams, each team played the other in their league twice (home and away) and then the top 2 of each league advanced to the play off semis.

The way I play my norse is to actually try to score at every opportunity :o and any additional cas's are a bonus (in 8 games I scored 13 and conceded 3.) I played chaos dwarf and orcs in the playoffs who could'nt live with my passing game and general blocking skills.

FF and winnings work as normal but any money over 300k in the treasury is lost (we call it a shareholder payment!)

As for tips on playing - as you said earlier, one dice blocking is key to Norse.

Get tackle ASAP on blitzers to avoid troublesome hits on blodgers.

Everyone on the side runs, dodges and hits as well as an Orc blitzer. Make use of your versatility.

Gonzo.

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Post by Skummy »

:o You have over 300k in the treasury? Something's not right here... are you using 3rd edition rules or something?

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Post by ClayInfinity »

Hiya, long term fumbbler, first time poster...

I have played a Norse team in the SWL on fumbbl for all of the leagues 9 seasons.

I won the Championship in Season 5 when our TR's were around the 180 mark.

Since then, the team has floundered and whilst my TR is now 200, the team struggles to win due to injuries and this has caused my TR to lag behind the top teams... (they're around the 240-260 mark)

My advice is to learn from my mistakes... the Norse generate niggles more than other teams as they go the bash yet have AV7... so fire them all and dont hang onto them!!

I'd post the link to the team, but i cant access fumbbl atm, so look me up there for a team history...

Cheers and Good Luck.

PS - I started with 2 catchers, 2 blitzers iirc.

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Post by Gonzo »

Skummy wrote::o You have over 300k in the treasury? Something's not right here... are you using 3rd edition rules or something?
Most of that was from prize money for winning the bloodbowl and chaos cups. Just got 70k burning a hole in my TR now :wink:

Currently the team gains 20k additional winnings for holding the bloodbowl trophy and gets a roll on the handicap table for the chaos cup :D .

We use the latest LRB rules with the amendments i posted earlier.

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Post by Skummy »

Ah, that makes sense then. I have to agree with ClayInfinity that the Norse are certainly not one of the better long term teams for a league. Espeically once everyone else has block, there's not a whole lot to them.

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Post by JaM »

As for SPP on fouling; we use that too (both in the "house league" and in the store). A red card however means you miss the next match as well, so it balances out quite nicely.

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Gus
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Post by Gus »

as much as i agree with the fact that Norse are certainly not 'good' long-term teams, i have never quite understood the "everyone gets block eventually"-argument. i mean, if they get one skill, block, then your linos are supposed to get another skill, so they end up with bllock and tackle, or dirty player, or kick, etc. plus, rookie linos are efficient out-of-the-box instead of having to feed them SPP.

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Post by Skummy »

Becasue almost everyone else has better skill access and better armor. In a long term league, norse lineman die a lot, and they generally take tackle, kick, and other kind of mediocre skills.

Other teams like Chaos will have strength skills on their lineman, or will be like Orcs and have 9 AV and be effectivley piling up skills on the same core group of 6-7 players over 50 games, about 30 games longer than the average Norse lineman lasts.

Norse seem to top out around 220, Orcs around 250.

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