Human team progression

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tonksey
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Human team progression

Post by tonksey »

Hi

I've a human team in a new-ish league that's fairly bashy; Orcs, Undead, Lizards, Norse & 2 Dwarf teams. i've just played my third match against Lizards (already played Undead & Norse)... a few of my players are on the cusp of thir first skill-up, though as it's a new league, there aren't many SPPs yet.

6 linemen on 3, 0, 2, 3, 0 & 0 points.
2 throwers on 3 & 2 points.
3 catchers on 6, 0 & 0 points. (Catchers on 6 has Block).
3 blitzers on 6, 5 & 5 points.

For the blitzer that's just gained a skill up, I rolled for a normal G or S skill so thought one of Dauntless, Frenzy, Strip Ball, Guard, Mighty Blow or Piling On. What's your thoughts; my first instinct is to go for either Dauntless or Guard?

Also, how would you develop the rest of the team (especially the other two blitzers who are 1 point away?).

Thanks

Matt...

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Post by Grumbledook »

guard

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Post by Digger Goreman »

Only Blitzers and Ogres can take Guard... better get it... Guard pays great dividends.... 8)

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Post by Brokje »

Having 5 players with access to St skills is what makes the Humans competitive. I would first get some Blitzers with Guard before getting one with Dauntless or Frenzy. First go for security.

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Post by tonksey »

Great! I was more inclined towards Guard out of everything, so thanks for confirming that...

If anyone has idea about the way to develop the rest of the team after a few more SPPs, I'd appreciate it.

Ta

Matt...

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Post by Brokje »

I usually try to develop the throwers pretty quick, by passing to the catchers in the backfield. One I try to get to become an offensive thrower (+Ag or Strong Arm necessary, then Accurate and Safe Throw), the other one defensive (Block first, Dodge and Fend very handy).

Catchers I always give Block, then Dauntless/Strip Ball. I almost never go for skills to help them scoring, as they are perfectly capable already! I want them to help my Blitzers defending...

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M

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Post by Wilf »

I think you should donate all the other SPPs you have to my lizardmen team.

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Post by Falkom »

I usually go with following skills:

Blitzers - guard then tackle/MB - if u are lucky dodge on doubles or any stat increase. Imho Dauntless on Blizter is waste. Dodge is always nice as well as stat increase.
Thrower - Accurate (strong arm on doubles), Safe throw is not so good in LRB 5 so maybe block is better. Prey for AG increase.
Thrower - Block, Hail Marry, Dump off
2 Catchers - two of them Block, sidestep, shadowing.
2 Catchers - block, pass block, diving tackle. Or you can try with Dauntless/strip ball variant for one of them, again I usually try to have at least 2 pass blockers.
1 Lineman - Kick, Block
1 Lineman - Block, Dirty Player
1 Lineman - Block, Dauntless
generic linemen- Block, tackle (guard on double will be great).

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Post by Da_Great_MC »

Falkom wrote:I usually go with following skills:

Blitzers - guard then tackle/MB - if u are lucky dodge on doubles or any stat increase. Imho Dauntless on Blizter is waste. Dodge is always nice as well as stat increase.
Thrower - Accurate (strong arm on doubles), Safe throw is not so good in LRB 5 so maybe block is better. Prey for AG increase.
Thrower - Block, Hail Marry, Dump off
2 Catchers - two of them Block, sidestep, shadowing.
2 Catchers - block, pass block, diving tackle. Or you can try with Dauntless/strip ball variant for one of them, again I usually try to have at least 2 pass blockers.
1 Lineman - Kick, Block
1 Lineman - Block, Dirty Player
1 Lineman - Block, Dauntless
generic linemen- Block, tackle (guard on double will be great).
So Falkom, you never give Frenzy to any of your players?

Good luck 8)

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Post by Falkom »

I played 5 leagues with human team (usually 14-26 games) and never had a human player with frenzy....

Frenzy is good skill but somehow it didn't stick in my concept of play. I don't think that it is appropriate skill for throwers or catchers and I always liked Guard/MB/Tackle Blitzers more then frenzy ones. Maybe it is fine for some lineman but again they die young so 2nd or 3rd skill is not so frequent.

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Post by Neil McAndrew »

My most played team being humans I've a few opinions on this which probably just back up other peoples tuppence (Maybe raising it to a shilling...)
Typical starting roster (I think, the values of things escape me for the time being)
4 blitzers
1 thrower
2 catchers
4/5/6 linemen (depending on on league/cup format, plus other teams present in the competition.)

Now I wasn't fully aware of my overall style of play until Fumbbl introduced the stats for the coaches. It would appear I favour the running game to the passing ever so slightly. (Two passes per game with around 30 yards rushed. Neither here nor there, but an interesting bit of stat-age) This also matches up with my paranoia with interceptions I suppose (6 for and 0 against in 142 games)

Anyway, with that rambling out of the way. I tend to pickup and hand off with the thrower more than anything else if possible. Perhaps a quick/short pass to a nearby catcher to be handed off to a nearby grunt that needs levelling up with the catcher then running interferance.
A loose screen formed a couple of grid spaces away from the ball handler, enclosed by one or more guarding/tackling blitzers for a steady supply of tackle zones enough to put most defences off. Reducing the need for re-rolls on vital ball movement up the pitch to get a relatively safe score. Perhaps an indulgent hand off at the end to donate the 3 SPPs to a deserved rookie.

What that comes down to skills wise is:
Guard -> MB/Tackle on the first couple of blitzers, with a strip ball thrown in for good measure.
Block/Dauntless doubles dependant on the catchers then sidestep. I find them more useful as interferance players than scoring machines. Moving faster than your posse doesn't bode well. Though having a pass block dumped on these guys keeps opponents on their toes too.
Linos start with a healthy block for the first 3 linos, the fouth is designated kicker, with guard being the default double choice.
The thrower more often than not gets lumped with accurate -> block -> strong arm/AG+ if at all possible
Funds permitting, an ogre is taken in to bolster the line and soak up blocks like only an ogre can. Guard/Stand Firm, the usual...

So at the end of that, nothing glitzy, nothing flashy. Tried and tested skills that enable ball retrieval and ball movement. This doesn't account for personal preferances for grab/wrestle however...

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Post by Brokje »

I definately recommend Kick as first skill for a Lino, Block (possibly Wrestle) for the rest (Guard on doubles). Kick makes you win games, or at worst makes you much better at placing the ball where you want it. Far away from the possible bal carriers of your opponent, that is, so you can put pressure with Catchers or even Blitzers.

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M

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Post by mattgslater »

A lot of this echoes earlier comments:

Purchases:
1) Blitzer. You need 4.
2) Ogre. Man, that guy roxx. Give him Grab and Guard (or Block and either if he rolls doubles), and watch cages, lines and backfields collapse. Retire linos who underperform or get hurt whenever you do get a new player. You need firepower against all those brawn teams, but 14 players is enough for anyone.

Linos:
1st: Kick; Block or Side Step or + Stat
2nd, 3rd: Block; Tackle or Guard or + Stat
4th: Dirty Player; Block or Sneaky Git or + Stat
Dbls: Guard; Block or Side Step or +ST (only)
10: +MA or Guard; (Block or Shadowing) or Dodge or + Stat
11: +AG; (Block or Pro) or Leap or + Stat
12: +ST; Block or Guard or + Stat

Blitzers: You want two guys with Guard pretty quickly, and you might as well start now. Buy another Blitzer and an Ogre (I know I said it before). Are you worried about the Undead or Lizards? If so, get a guy with Tackle as fast as possible (give him Mighty Blow as soon as you can) and send him at Skinks and Ghouls, then foul with linemen. You won't be sorry. On doubles, Side Step is all kinds of fun against Dwarfs, so if the Dwarf teams present major competition, go for it; otherwise, get Dodge or Nerves of Steel. Stand Firm is a good second skill for guys who already have Guard. Stat increases all rule. If you've got a guy with +MA, give him Tackle or Shadowing, then the other one, and it's all kinds of goodness. +AG or +ST is golden; +AG combines well with Pro or Sure Hands (for ball retrieval), or Nerves of Steel on doubles. +ST... well, you can figure out your own plan, but the avenues become enormous. Some people like Strip Ball. I like Grab, and I suspect that the two in conjunction would be a ton of fun, especially if he's got a buddy with Nerves of Steel.

Throwers: Got 4 RRs? No? Good. You shouldn't. You should start with 2 or 3 and end up with 3 plus a Thrower with Leader. He then goes for Block. A Thrower with doubles on his first roll gets Strong Arm and becomes a bomber, going next for Accurate. 10 on the first roll is great! +MA improves your effective range, and so much more. Follow it with Nerves of Steel or Block. an 11 gets +AG, then Nerves of Steel (even on doubles) and makes him a constant nightmare on defense. 12 gets +ST, then Block, then Nerves of Steel, with similar effects. The second Thrower IMO should get Accurate or Nerves of Steel first, then the other or Safe Throw (which is better than you'd think, given how rare interceptions are; it lets you make passes you'd otherwise never try).

Catchers: Block saves lives, but you'll get good defensive mileage out of Side Step or Sure Hands, and defense is more important than offense. On doubles, go for Nerves of Steel. Always take stat increases; +MA rocks and +AG is the jackpot, but +ST makes you like a ghoul with +MA and Catch, and who wouldn't take that?

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by Brokje »

Just a minor comment on the otherwise very complete summary of Matt, I am not a fan of Leader. Somehow buying rerolls works very good for me, I tend to hoard cash. I'd rather have a throwing skill or Block on him...

Just my thoughts...

Cheers!
M

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Post by fen »

I personally think Leader is now a no-brainer for any team that has players with Passing Access (Except for Dwarfs, as their team and rerolls are ridiculously cheap). It's because getting a reroll for 20K instead of 50, 60 or 70K is really important when you're trying to pinch K value and delay the higher Spiraling Expenses brackets for as long as possible. That 30K+ you save is a Doubles skill/Stat increase or even multiple skills.

I'll even go as far as to say that Leader on a Doubles is great for the teams with 70K Rerolls - for the same reason.

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