HE team advices needed

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Falkom
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HE team advices needed

Post by Falkom »

Some opinions on future development paths and roles for players will be much appreciated...

1. D.Warrior - Block, Dodge, Side step
2. D.Warrior - Block, Tackle 2 SPP to advancement
3. Lineman - Dodge
4. Lineman - Block
5. Lineman - Kick 2 SPP to advancement
6. Lineman - Guard
7. Lineman - Wrestle 1 SPP to advencement
8. Lineman - Dodge
9. Lineman - Guard 1 SPP to advencement
10. Lineman -
11. L.Warrior -
12. L.Warrior - Dodge, +MA 3 SPP to advancement

TV 1,470K, TR 3, FF 8

Our league has 13 games long season and we are transfering team to next season.
League Teams are:
1 WE
1 DE
1 Skavens
2 Humans
1 Dwarfs
1 CD Dwarfs
2 Necros
1 Chaos
3 Orcs
1 HE (mine)

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TennBoy
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Post by TennBoy »

What positionals are getting the increase? Is is a double roll or stat increase? Whats your playing style?

Just a little more info would help Falkom.

But it looks like all your guys are skilled deceitly though.

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Falkom
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Post by Falkom »

I am mostly interested in sugested path for players, i.e.
- No. 2. D.Warrior - should I turn him for bruiser role or as safety tackler
- Some advices about next skills for kicker
- Wrestle lineman - should I go for dodge or tackle or something else?
- What do you sugest about guard players
- L.Warrior with +MA - what should be next skill

I am ussualy playing running/short pass/hand off game trying to use L.Warrior movement - and dont have much problem with offense...

Effective defense is problem that I am trying to solve, so any advice or sugestion regarding specialization of HElves is welcome

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Father911
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Post by Father911 »

Defence is always a problem for HE's. With that in mind here are skill suggestions specifically for improving defence.

- Give the #2 Blitzer leap and he can start jumping into the fray and knocking the ball loose (wrestle and stripball would help with that as well).
- For the Kick player, I would give him wrestle and tackle and use him as a safety (since he is going to be in the backfield anyway)
- Give the guards block, you want them on thier feet.
- The Catcher,I'd consider leap for him as well. he would become a very mobile asset for both offence and defence. Another possibility would be shadowing. Add sidestep and he will become a real pain for your opponents.
- For the wrestler get fend. and then get a couple more guys just like him. wrestle + fend is great for slowing up a cage. Combine that with the leaping Blitzer and your defence should improve.


Some advice on offence. Consider adding a Thrower (which will take you to 13 players, the number I like to run with in LRB 5.0)
Give him, dump-off and nerves of steel. He will make a great runner to compliment your running/short pass/hand off game.
Also, Don't rely on that +MV catcher for too many TD's, you need to skill up that other catcher or you will be hurting when someone takes out your star...

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TennBoy
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Post by TennBoy »

Father hit the nail on the head with the progression of your players.

And with the added thrower, you don't need to worry about opening up your passing game.

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Falkom
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Post by Falkom »

- True, having lot of players in LRB5 can be very bad for your team. Altrough I didnt consider taking thrower in my team as my original plan was to get rid of least skilled lineman and then go for 2 more catchers (13 players total) - as I thought they are best players in HE team...

Usually I try to make TD in 2-3 turns (depending how many turns is left) and use the following strategy.
I first pick up a ball with lineman and make a quick pass to LW with M9 who is 2-3 spaces from my TD zone. Same lineman stays with LW as a protection. In the same turn I try to move 2-3 linemen as far as possible toward opponent TD zone. If I am aimed at 3 turns TD I try to play them in low-profile. One of the DW is going around slapping opponents while other one prowling near LOS. Depending on opponent moves and his aggressiveness I go for TD in next or 3rd turn with the HE routine play. LW run forward as far as possible and make either a pass or hand-of to free player (usually a DW) who then run to one of the lineman (previously freed by blitz) and make pass/hand off so that receiving player can score (with or without GFI). As I don’t make passes longer then short (90% of time) neither play real running game, I didn’t feel the need for dedicated thrower/runner.

But again adding a thrower will enhance versatility of play....

- Regarding leap I was kind of waiting for one of my players to get AG improvement so that he can leap on 2+, is it worth taking it and use it on 3+?
- Wrestle + Fend is really nice combo, what would you suggest for third skill - block or dodge?

Thanks for info

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Father911
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Post by Father911 »

Falkom wrote:- Regarding leap is it worth taking it and use it on 3+?
Ask a wardancer.
Falkom wrote:- Wrestle + Fend is really nice combo, what would you suggest for third skill - block or dodge?
Dodge. these guys have just volunteered to stand in front of a sledgehammer and get hit. Since they already have wrestle, dodge will keep them alive longer.

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Cramy
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Post by Cramy »

Father911 wrote:
Falkom wrote:- Regarding leap is it worth taking it and use it on 3+?
Ask a wardancer.
On defense, if you want to pop the ball loose, leap is pretty good. Consider the options to hit the ball carrier tucked-away in the middle of a bunch of Orcs. 5+ Dodge into the cage, or 3+ leap in the cage?

As Father mentioned, once this guy has block, tackle and leap, give him strip ball and wrestle. Which one you give first depends on your league. If your opponent's ball carriers tend to have sure hands, give him wrestle. Otherwise take strip ball first. If your opponent's ball carriers don't have block, strip ball is more interesting. Essentially, check the odds.

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