Which team for the tourneys?

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Zoglug
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Which team for the tourneys?

Post by Zoglug »

OK, well in the league weve played ive had great fun but my team have been pish! Whether thats poor coaching (more than likely) or because their not the easiest team to play as, ive decided not to take my Undead to the Game 07 tourney ive signed up to. Ive narrowed it down to 3 possible options to take (at least i think i have :D) and here they are, although i am considering an Amazon team too, maybe, i dont know.

Option 1: Da Tuff Gitz
4 Blitzers 320k
4 Black Orcs 320k
1 Troll 110k
2 Goblins 80k
1 Thrower 70k
3 Rerolls 180k
1 AC 10k
1 CL 10k

Total - 1100k

Option 2 - Asrai Villa - Wood Elves
2 Wardancers - 240k
6 Linemen - 420k
1 Thrower - 90k
2 Catchers - 180k
3 Re Rolls - 150k
1 AC - 10k
1 CL - 10k

Total - 1100k

Option 3 - Da muppitz - Gobbo's
2 Trolls - 220k
9 Goblins - 360k
Fanatic - 70k
Looney - 40k
Pogoer - 40k
Bombardier - 40k
3 Re Rolls - 180k
Bribe - 100k

Total - 1050k

What do you guys think of these? Which will be most fun or which will hopefully see me do ok and fend for myself in the tourney? The team i create will also play in the next club league thats run too, so i may try and convert my own players too.

Cheers

Zoglug

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Post by Digger Goreman »

Love the Orc roster... very versatile....

Don't give up on Necromancers (the best undead! imo)

4x Zombies
2x Ghouls (or just one Ghoul and a fourth reroll)
2x Wights
2x Flesh Golems
2x Werewolves

3 rerolls

30 K (your choice FF/AC/CL)

for 1,100,000 and you can use most of your undead minis!

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Post by Zoglug »

The problem ive found with the undead is i cant seem to cope without a ball handler. Its hard to pick the ball up, hard to get the guys moving. So i really lost heart with them, plus i think its time for something new. I thought about gobbo's as a fun way of just killing the opposition, the Orcs im contemplating as their versatile and very resilliant.

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Post by DoubleSkulls »

I think that on the orc roster you probably want to drop a AC/CL in favour of upgrading one gobbo to a line orc.

I like gobbos - but against a tackle or block heavy team they will be targetted and removed - leaving you short handed. So a line orc gives a little more protection there.

Woodies are very good at TV110 since they can afford both dancers without compromising the rest of the team.

Gobbos - I think all 4 sws means you will run out of players (even with a bribe) so I'd drop one and don't leave 50k spare - just get another reroll instead.

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Post by datalorex »

ianwilliams wrote: Gobbos - I think all 4 sws means you will run out of players (even with a bribe) so I'd drop one and don't leave 50k spare - just get another reroll instead.
You think he's run out of players when he's running 15?! Maybe drop Pogoer and get another bribe, but I think he'll be okay.

In this tournament, can you induce Star Players? That might be worth looking into.

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Post by Digger Goreman »

datalorex wrote:
ianwilliams wrote: Gobbos - I think all 4 sws means you will run out of players (even with a bribe) so I'd drop one and don't leave 50k spare - just get another reroll instead.
You think he's run out of players when he's running 15?!
From having run a full gobbo roster of SW it's very possible.... You're in essence giving away 4 players (after they're ejected) plus the inevitable casualties.... Remember how the Wizard of Aahz (Robert) loses 5-6 gobbos per big-bash-team he plays, just in casualties?

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Post by DoubleSkulls »

datalorex wrote:
ianwilliams wrote: Gobbos - I think all 4 sws means you will run out of players (even with a bribe) so I'd drop one and don't leave 50k spare - just get another reroll instead.
You think he's run out of players when he's running 15?! Maybe drop Pogoer and get another bribe, but I think he'll be okay.

In this tournament, can you induce Star Players? That might be worth looking into.
You know what I'd assumed he had 16!

I've been stung a few times with gobbos having too many SWs. Effectively you have 12 players + SWs. So if only 2 gobbos get cas'd or KO'd you are forced to field a SW - even for a dead turn at the end of half - and once you do that life just gets worse & worse.

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Post by Zoglug »

Cheers guys, the gobbos are a team im looking into, just because ive got a load of old style (the slightly larger ones) night gobbo's still sat on sprues. With the secret weapons, i thought id use one at the start of each half, then the others if i scored conceeded but now im not sure.

As far as i know, stuntie teams can induce up to 2 star players, dont quote me as the offical rules pack isnt out just yet.

Anyone got any tips and advice on playing gobbos? I saw someone post a massive thing up about Haflings and wondered if anyone had a similar thing about Gobbo's.

Cheers

Zog

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Post by Zoglug »

Sorry to double post, and drag up an old topic, but its better here than elsewhere. So for the Tritex tourney its either gobbos or skaven now, yes yes, i change my mind more than the wind changes direction. Heres a pic of the Gobbo lot ive made http://img262.imageshack.us/my.php?imag ... 002ir8.jpg and if i go skaven i shall just buy a team as i am starting to run out of time. Heres the possible lineups ive been looking at.

Da Muppitz

3 Re Rolls - 180k
2 Trolls - 220k
10 Gobbo's - 400k
Fanatic - 70k
Looney - 40k
Bombadier - 40k
1 Bribe - 100k

50k left for FF, AC, CL

And Skaven

3 Re Rolls - 180k
2 Throwers - 140k
4 Gutter Runners - 320k
2 Blitzers - 180k
5 Linerats - 250k

1 FF
1 AC
1 CL

Although i also have a soft spot for a possible orc team not sure though. Which would you be taking? Im not the greatest of players so really am just going to enjoy the whole tourney atmosphere. Any thoughts and feeling would be great especially on the skill choice which i believe are as follows:


Before the first game: A normally accessible skill may be given to two players on their team.

Before game 2 a normally accessible skill may be given to one player.

Before game 3 One player may receive a skill as if they received a doubles roll or Two players may be given a normally accessible skill.

Before game 4 a normally accessible skill may be given to two players.

Before game 5 One player may receive a skill as if they received a doubles roll or Two players may be given a normally accessible skill.

Before game 6 a normally accessible skill may be given to two player

A skill may NOT be given to a player that has already received a skill this tournament.
These skills carry over throughout the entire tournament and do not reset with the team after each game.

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Post by DoubleSkulls »

For the goblins I'd take the 16th player - with 3 SWs you will probably need him instead of the 50k for FF/CL/AC

Skills would be interesting. The basic decision is whether or not you give the Trolls normal skills (probably Guard on both) first up then use the doubles on goblins or you save the doubles to give the trolls block or pro.

Thinking about it I'd probably go the former way (both trolls get guard) then give the looney dodge, use the doubles for either dirty player, strip ball, block or sure hands and then load up on diving tackle, side step or sneaky git (one or two sure feet can be good as ball carriers and for TTM).

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Post by PubBowler »

Consider using a double on a your Bomber to give him Hail Mary Pass. Long Range Fire Power.

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Post by Quadrasonic »

PubBowler wrote:Consider using a double on a your Bomber to give him Hail Mary Pass. Long Range Fire Power.
That is a beautiful idea!

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Post by Nethrag »

played against that one, thankfully my opponent got pretty unlucky with the scatter but its pretty scary to face knowing that your ball carrier can go down every turn without much you can do about it.

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Post by Quadrasonic »

Zoglug wrote:
Da Muppitz

3 Re Rolls - 180k
2 Trolls - 220k
10 Gobbo's - 400k
Fanatic - 70k
Looney - 40k
Bombadier - 40k
1 Bribe - 100k

50k left for FF, AC, CL
This is not a terrible starting roster. Though I might agree that 16 players would be better, and I am not sure I would spend any money from the treasury for a bribe. I would only do that as a free inducement.

Also, if I was facing a quick quick team I would probably only use 1 secret weapon for the first drive (if kicking, the bombardier or nothing at all), but if facing a bashy team, I would probably put more out there at the begining (especially the fanatic). Basically, look ahead and plan on using the majority of your secret weapons for your longest drives and none for the shortest drives.

The secret weapons are a tricky element, and a wiley opponent will stay away from them, pound your standard gobos, and manipulate the drive lengths to bring your team down below 11 players before the second half.

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