Norse, how to.

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Grumbledook
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Norse, how to.

Post by Grumbledook »

Right, I have found out that norse are really fragile and this is causing me some problems, any quick tips beyond the obvious, like block don't follow up. I do take more one die blocks than normal cause all the team has block, but it seems most of the team ends up in the inj box ;]

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Post by shaniepoo »

The only way other than the obviouse is to get Guard on your blitzers and place them in your lineup. I now have 3 blitzers all with guard, 1 with S4 and and another has just gained another skill.

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Post by Grumbledook »

That doesn't work in the first match now does it.

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Post by manusate »

All players having block is a really good thing. But don´t let this lure youy to a bashing game: Bashing+7AV=Bad News.

You have to notice that Block works also when they try to punch you. Don´t throw too many blocks, just make the right moves and let the other guy make the mistakes and take the turnovers.

Guard might sound good, but you must remember that your blitzers have Frenzy, and this simple fact makes them unreliable as Guards. Guard is the obvious choice for Human teams, but not for the Norse.
Norse blitzers make better use of Pile On. This is the key to Norse success. Pile On. Not Guard.

Norse have two strong points: They all start with block, which is a blessing on the early stages of team developement, and they have FOUR guys that can (and hopefully will) abuse the Pile On/Jump Up combo.

The first pro is huge until your opponents start to get block all around, then it seems to be pretty useless. And it´s not exactly useless. Because when your opponents have block all around, you should have Pro or Tackle all around, a Kicker and a couple Passblockers or Shadowers.

The second pro is what makes the difference on the long run: once they get Pile On, the norse blitzers are the real equalizers of the team; they will take out opponents easily, and this is good, because you are bound to lose some of your players due to low AV.

Pile On will earn them good SPPs, and thay will soon get their second skill. Time for Guard now? It´s your choice. For me, two Guard players on a Norse team is more than enough. A Block/Guard Ogre does help too. Try to develope one of those soon.

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Post by Zy-Nox »

Yeh I played Grums norse, I racked up 6 cas in the first game and 5 in the 2nd,
Either way he would start the next game with 8 or less players,
Norse just seem to die

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Post by Darkson »

Guard is good to get for linemen, to help your frenzied Blitzers (if you position it right).

Also, don't forget your catchers and throwers are both ST3 Block so don't be afraid to let them mix it up occansionaly. This is especially helpful if your opponent forgets he's playing Norse and not humans :D .

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Post by Grumbledook »

Ok there are some useful things to take on board there. However my main problem is the first one off game tr 100 norse vs orcs. Now my team just snaps and i can't seem to do poop. I am used to choas dwarfs and undead, so the normal hitting them tactics doesn't work too well. Also orcs armour is a pain meaning they keep their team on the field. So whats the best way to play vs them? Let them score and then sneak players through and try to pass to them, or break for a gap and run it if one appears? Me and Zy played 3 matches and i lost all of them and had loads of players off the field. I refuse to believe that norse can't win, don't think i even managed one touchdown in those 3 matches either.

Team i got is 1 thorwer 3 blitzers 8 linos 3 rr and ff8 iirc

Maybe change this a bit, dunno i am kinda stumped.

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Post by Darkson »

I'd be tempted to take an extra lineman and drop the FF. I know, I know, the high FF is helpful, but sometimes you have to bite the bullet and hope for favourable rolls.

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Post by Grumbledook »

Thats kinda cutting your nose off to spite your face for just one game, the extra fan factor will be better for the long run.

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Post by Darkson »

I dunno, I started with 12 players and FF3 and after 12 games had FF10 (was 11 but rolled a 1 in the last game). I never found it hurt me, but maybe I was lucky with the kick-off rolls. I do no the extra player was helpful though as I had a player killed on the 1st drive of the 1st match, and only got 20k winnings, so at least I went into the 2nd match with 11 players (which I won).

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Post by Grumbledook »

I have 12 players in the roster dropping the ff to take an extra would make it 13, still doen't help me beat orcs can only have 11 on a drive anyway.

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Post by Darkson »

Ooops :oops:

My maths has got a bit rusty since my "O" level days.

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Post by Darkson »

In that case, I'd consider dropping FF to 7 and adding a catcher for a lino, just so you can pull of the pass without using a RR. As the catchers ST3 with block as well, he can look after himself as well as a lino, and if you pass it can relieve the pressure on your LOS. Also, as he's only MV 6 it's easy to resist the temptation of running him off by himself, which I've seen to many human players do.

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Post by Grumbledook »

I see anthony's norse lost to orcs in the recent US NAF tourny. You got any ideas what went wrong then anthony or what would help against a strang and high armoured team like the orcs.

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Post by Anthony_TBBF »

I see anthony's norse lost to orcs in the recent US NAF tourny. You got any ideas what went wrong then anthony or what would help against a strang and high armoured team like the orcs.
Mostly the problem was insanely good injury dice on John's part. I had 2 Piling On Blitzers (1 was injured half way through the first half) that were doing OK but I was just outmanned and couldn't put up a decent defense.

Piling On was a great equalizer for me though, despite John's attempts to foul they came in really handy (I managed to take out a BOB and another player).

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