Travellers 2006 league season... with Humans :-)

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traveller
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Travellers 2006 league season... with Humans :-)

Post by traveller »

EDIT:
Here the link at the STARS section of the NAFwebsite
http://www.thenaf.net/teams/Traveller/Moguntia+05.html

No more Ogres and no Orcs ... something new. :D

I ´m trying a Human Team this time: Moguntia 05

Starting Roster for a TR of 100:
4 blitzers
1 Thrower
2 Catcher
4 Lineman

8 FF
2 RR
1 Apo

I will have to play 4 Dwarf-, 2 Darkelf-, 1 Amazone-, 2 Human-, 1 Khemri-, 1 Orc-, 1 skaven-, 1 lizzard- and 1 Chaosdwarf team.

Tonight i will have my first game... against a coach with a new Human team, too. :roll: I think.. hope... it will be fun ! More than with ogres ! :wink:

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Post by Mootaz »

Your roster sounds fine. I would have used some other roster, but to each his own. I suppose you know you have to protect your catchers, but your second (maybe first?) priority has to be to protect your Thrower. Especially with only 2 RR. Try to concentrate on taking out the opponent's Thrower. Without their Thrower, humans mainly have to play a running game which takes away a lot of their flexibility. Of course, when you have the chance, take down his catchers as well, they make this nice "CRUNCH" sound :wink:

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Post by traveller »

Someone told me, better take one RR less and add a Apo for the first game ... and knewing my " luck" its maybe a good advice ! :roll:

Yep, it will be quite a different kind of game now... after playing Orcs and Ogres ! :wink:

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Post by Mootaz »

Apo is a good choice. First buy should be the second thrower. You'll see why when your thrower goes KO :wink:

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Post by SolomonKane »

It might also be seriously worth considering replacing the apo with a twelfth player, and buy an apo after the first match (hopefully you get enough winnings). This gives you more ability to take abuse, especially since there's so many Dwarf teams out there.

Another idea is to take back your reroll in place of the apothecary. Apothecaries are easier to purchase than rerolls, since a reroll for a human team will cost twice as much. Since you're playing another Human team in your first match, I would probably not be as concerned about injuries - though on the other hand, I have no idea how bloodthirsty your opponent may be.

Finally, this may sound silly, but I like having an odd number of Catchers on the roster. With only one Catcher, you'd play him as a stopgap safety who would take Dauntless the first chance he got. Offensively, he would join the cage, but always be looking for an opportunity to break free for a sudden TD. With three Catchers, you'd be much more scoring-oriented, trying to score elfish two-turn TDs. Two Catchers are easy enough to stop on defense, but three properly splitting the field can be difficult to stop entirely. Your four Blitzers are also scoring threats and certainly allow you to build a cage as well. For your first four or five games they should help you stand up to bashy teams just with their 7 MA and Block skill alone.

Sure, humans aren't as bashy as ogres or orcs, but they CAN play the bashy game, and they certainly will have skills superior to most of their opponents early on - 4 Block players, Sure Hands, Pass, Dodge, Catch...yeah, that's a pretty good mix of skills early on. You can count on more success with a scoring-type game, as well. Your experience with the harder teams will probably prove useful here. Just don't be afraid to use your players' skills to go for 'pretty' rather than bashy touchdowns at times! Good luck! :)

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Post by dendron »

I would have started without the Apo for the first match. I need these 3 rerolls each half. But with a bit luck the two will be enough...

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Post by traveller »

well, i won ! :D

3:2 against this other human team. Hey, thats more TDs in one game than i did the last tournaments with orcs all together... nearly ! :wink:
And 2 CAS, too ! Something must be wrong !

I scored first time Turn 3 ! WOW ! With orcs i just crossed the startline at this turn ! :wink: The 3th TD was a lucky one as his Thrower didnt pick up the ball at first and my lonely running blitzer took him down than... but didnt pick up the ball for a earlier TD, too. :roll: Well, his thrower picked up the ball, but didnt manage to dodge away... and now my blitzer picked up the ball ! ... (note for myself: alway keep someone a little back (and free to move!) to support stupid throwers!) :wink: This was the 3:1 and my opponent scored Turn 8 2th half his 3:2.

Quite a interesting experience to play a "open" game without pulling all players into a brawl ! Still my cage experience work well, too... and with this suddenly speeding catchers... nice !

Interesting, too, that in the "critical" situations i rolled double skulls and the famous 1 and 1 for skill dice throws... just like with orcs ! :D

I won just 50.000.. damm "1"... but FF got up to 9.
My blitzer got a nice 6+4... i think i will give him this " +1 MA".
One of my catchers got a 2+2... so i´m thinking of "Jump up" or "Nervs of steel" for him. Any comments ? Block will come next...

Next team i have to play will be these bloody Lizzies ! Argh ! Sauri en mass !

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Post by Ziggi Abschuss »

Well done!

I was going to comment that the apo might be a good choice with 2 catchers which should give you much of the needed scoring ability from the start.

Lizzies, hmm. NOS is a great skill on catcher (but so is Jump up). Tie down the Sauri with linemen and take out his skinks. They are the key.

Good luck!

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Post by Old Man Draco »

Jump up is great Trav. It gives the player full movement, even when down! With MA 8, that is a big advantage!

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Post by traveller »

yep, i think, i will take this JumpUp... i hate it playing with orcs against Norse, too ! :wink:

I will save the money for a second thrower next. Better than buying a lineman, or ? Or i will need the money after the game against the lizzies anyway... :roll:

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Post by Juggernaut »

+MA for the blitzer for sure and I would give Dauntless to the Catcher. Against the Lizies it will be great and even later, when he gets Block it will make him your crucial player usefull on defense, too.

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Post by dendron »

+MA for the blitzer IMO, too. I would take nerves of steel for the catcher!

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Post by stormmaster1 »

Numbers are important for you as you will be up against several bashy teams. Humans can normally hold their own untill they get outnumbered, so a lineman will help with that. On the other hand you will have enough cash to get a new thrower after the next game, and your current team is enough of a match for the lizzies so you may as well wait a game to buy new player. I'd then get a reroll followed by more players (catchers or linemen depending on your style of play).

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Post by JaM »

Jump up and movement. 2 throwers is nice, good choice imho.

For an experiment, I took block on my (Skaven) thrower as first choice. It makes it very easy to pick up AND protect the ball if needed. And he can succesfully 'double' as a lineman the first few games.
I mean, accuare is nice and will get you more spp (perhaps), but if you only throw small distances it wont make much of a difference (2+ when you dont need a reroll or 3+ with reroll).
Just something to think about.

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Post by Mootaz »

Definitely move on the Blitzer. And take Dauntless on the Catcher. That's an inverstment into the future. Block next and you have a 5th Blitzer. Take Block on at least 1 Thrower and make him your backfield protector.

You said it correctly, keep 1 player (lineman is OK) back when receiving. I normally set up thje Thrower in the middle and 1 lineman 2 spaces forward. The first thing I do in the turn is move the lineman to cover the ball. Then I do my blocks and only after I've done the most important Blocks (with my Blitzers, of course) I pick up the ball.

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