Advise for tournament team needed

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spy666
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Advise for tournament team needed

Post by spy666 »

Hi everyone,

at this weekend im playing at a local tournament. The main rules are:
- lrb 4.0
- resurrection mode
- 1.250 k gold coins starting value
- 8 skills and 2 traits to distribute (max 2 for one player)
- swiss format, 6 rounds.

The teams i have minis available for are skaven, orcs, DE, WE, norse, dwarf and human.

Which race performs best under these conditions und how to select the skills and traits? :roll:

I´m sorry for the short time to answer :oops: but i hope you pros have some good advice for me.

spy

[please don´t hesitate to correct my school english or i will ever make the same mistakes!!!]

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Post by voyagers_uk »

Go Dwarf,

take 6 Guard LongBeards
Give tackle to both Blitzers
Block to a Runner
Stand firm on a troll slayer

grind the buggers to dust

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Re: Advise for tournament team needed

Post by Joemanji »

spy666 wrote:- resurrection mode
What does this mean?

Otherwise, my advice would be ...pick the team you feel most comfortable with, and that suits your playing style. That will give you much more of an advantage than picking a roster based on performance alone. There is no real data on that anyway, since most tournaments are played between TR100 or TR110 with fewer skills.

But general advice on skill picks would be:

Get Kick on one player, and DP on another regardless of the team you use. You'll need to search for race specific threads for advice on which skills to pick for which teams. But if you narrow it down to one or two races, then I can give you some skill options in this thread. :)

A few things jump out at me from the tournament rules though:

- You can make a Gutter Runner OTS with Very Long Legs and Sprint. In fact, you can make two. :puke:

- Dwarfs would be good here ... you can max out on Guard, with some Stand Firm on top, or Side Step on Trollslayers. Block on both Runners would be needed first though.

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Post by spy666 »

@ nazgit:

resurrection mode means that every player is healed after the match.

i have to give some more detail:
- no more than 4 of each skill
- no stars, secret weapons and freebooters
- no basic movement 10
- no block on a big guy

in my league i´m playing DE. the money is enough for 4 bli, 2 witches, 6 lines, 3 rr, 1ff and apo. is that competitive against dwarf and orc bashing teams?

my norse team is new. is av 7 unplayable? same with skaven because they can´t dodge away likr the elves.

thx for the fast input.

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Post by Joemanji »

spy666 wrote:my norse team is new. is av 7 unplayable? same with skaven because they can´t dodge away likr the elves.
Not if injuries don't carry over ... just make sure you have a big squad (and with 1250K to spend, you can afford it).

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Post by wesleytj »

Wow with $1250 I'd go with wood elves.

You could get all the sweet position players, and still afford a bench and apoth.

2 WD 24
2 Ca 18
1 Th 9
8 Li 56
1 apo 5
2 rr 10
3 ff 3

That's a mean tourney team even before you skill em up.

For your traits, I'd have a dauntless WD and a guard line elf.

For the regular skills, I'd put block on both catchers. Then block on the guard line elf, then a block, kick line elf, then strip ball on both WD, and tackle on the one without dauntless.

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Post by spy666 »

i think with 10 skills available everyone will have sure hands player as a ball handler. is strip ball so useful then?

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Post by wesleytj »

spy666 wrote:i think with 10 skills available everyone will have sure hands player as a ball handler. is strip ball so useful then?
Hehehe that's funny... I totally forgot about giving sure hands to the thrower... :) the other is that i still think it would be useful because there many teams will still have plenty of situations where the sure hands guy isn't always the one holding the ball.

In the case of the elves, for instance, usually the sure hands player is the thrower, who has taken it for the pickup reroll. They then pass the ball off to someone without sure hands, but who often has block/dodge, meaning the strip ball would indeed be handy.

But yes, Sure Hands on the thrower is probably more valuable than block on the kick line elf.

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Post by wesleytj »

you know, i was still thinking about what i'd do with 1.25m on a tourney wood elf team, and i'm starting to think i'd add a rookie treeman. i wouldn't spend any of the skills on him though, he's just something to put on the line that's a big tougher than an elf...let's see what that roster would look like:

1 tree 11
2 wd 24
2 ca 18
1 th 9
6 li 42
1 apo 5
3 rr 15
1 ff 1

You have one less on the bench, but in theory you shouldn't get hurt as much either, and you still have the apoth. you also squeeze an extra reroll out of this version too. Definitely some potential there, too; something to consider.

I think I'd still use the same skills as before either way... dauntless and guard for traits, strip ball on both wardancers, tackle on 2nd wd, kick on a line elf, sure hands on thrower, block on both catchers, block on line elf with guard.

If you're still not sold on putting strip ball on both wd, I'd still say put it on at least one, and then that frees up a skill to eithe put block on the kicker, or you could put something like leap or sidestep on one of the catchers.

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Post by spy666 »

@ wesley

is sure hands so important with ag 4. i never played woodies before but i think you pick up the ball with your last action. when it fails you can pick it up in the next turn. am i missing something? (ok you can´t move the ball in the first turn then.)

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Post by wesleytj »

well i think it is important, but i may play a different style than you.

the problem is when you fail, sure it's often the last thing you do, but then your thrower is often by himself next to the ball. a fast defensive team can really make you pay for that.

picking up the ball is something you do every time on offense... you have skill rerolls for the pass and catch if you use the thrower and catcher, respectively, why wouldn't you cover the pick-up with a skill reroll as well?

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Post by Mootaz »

I have to agree with wes, Sure Hands on the Thrower is great. With my Pro Elfs, I HATE it when I fail a pickup with the thrower, as a good opponent will kick short against a fast team, so the ball is, say, 5 fields from the LOS, and EVERY other team can try to take it away from me there.

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Post by spy666 »

the treeman is something i have to think about.

usually, my opponents don´t have kick so i´m not used to special kick plays, especially short kicks. i forgot about them.

edit: what do you think of giving a catcher sprint and side step for better OT performance or are 2 skills for that wasted?

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Post by Joemanji »

Sprint and Sure Feet would probably be a better combo. You can get the extra square via chainpushes quite easily.

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Post by wesleytj »

spy666 wrote:the treeman is something i have to think about.
Either of those rosters were pretty outstanding, you can't really go wrong either way IMO...tho I would play a few practice games with your final roster if you can get them in between now and then. You mentioned you hadn't played wood elves before.
usually, my opponents don´t have kick so i´m not used to special kick plays, especially short kicks. i forgot about them.
Yes, even without kick, many opponents will be able to make you pay for failing to pick up the ball as mootaz and i were suggesting, sure hands is a good skill to take.
edit: what do you think of giving a catcher sprint and side step for better OT performance or are 2 skills for that wasted?
Well I assume you mean sprint and sure feet, not sidestep right? Either way, I wouldn't call them "wasted", it's just not what I would do. It could very well help if your opponent scores and leaves you one turn, you could use those skills to equalize.

My skill suggestions should by no means be taken as the "only" way or even necessarily the "best". Those are just what I'd do if I were making a team under those particular circumstances.

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