Norse Team - First three games

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Andromidius
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Norse Team - First three games

Post by Andromidius »

Alright, scrap Ogres. While the idea of them is fun, I know I'm just going to lose most (or all) my games without really progressing at all.

Not to mention the cost...

But since my local league is going to have a restart in the near future, I thought a new team might be nice.

So I picked Norse instead. They seem like a nicely balanced team with a very evenly spread skillset, and are suited to both bashing and passing in a limited fashion. Sounds good to me.

The fact I've just bought a Beorg Bearstruck mini off eBay to act as a Ulfwerener concretes me starting the team...

Here's what I'm considering for my starting team:

----------------------------

The Northern Renders

Berzerker - 90,000g
Berzerker - 90,000g
Ulfwerener - 110,000g
Runner - 90,000g
Runner - 90,000g
Linesman - 50,000g
Linesman - 50,000g
Linesman - 50,000g
Linesman - 50,000g
Linesman - 50,000g
Linesman - 50,000g
Linesman - 50,000g

Rerolls: 2 - 120,000g
Fan Factor: 1 - 10,000g
Apothecary - 50,000g

=1,000,000g

------------------------------

I'm planning on being aggressive, using the Berzerkers and Ulfwerener to hold the Line of Scrimage (hopefully Frenzying all opposition aside), while having the Linesmen back them up with the two Runners making a break for the Endzone (or possibly making good use of Dauntless and ganging up on a Big Guy).

The Apothecary is there from the start due to me not wanting my Ulfwerener or Berzerkers to bite the bullet.

A Thrower would be first on my list of things to buy. Then some Cheerleaders (since those Norse love their women!). Then, hopefully, an Ice Troll.

Skills to get would be (doubles in bold):

Linesmen - Tackle, Kick, Fend, Pass Block, Jump Up, Guard
Runner - Dodge, Jump Up, Fend, Diving Catch, Dump Off
Thrower - Leader, Accurate, Hail Mary Pass, Nerves of Steel, Strong Arm
Berzerker - Tackle, Pro, Mighty Blow, Guard, Dodge
Ulfwerener - Block, Pro, Mighty Blow, Break Tackle, Juggernaut, Dodge
Ice Troll - Mighty Blow, Break Tackle, Thick Skull, Multiple Block, Block, Pro

~Andromidius

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Post by mattgslater »

Try to score twice quickly with one lineman so you can give him Sure Hands as fast as possible. With only 2RR on an AG3 team, you need to be careful about ball-control. Unfortunately, the third TRR costs you both your Berserkers, and that's a high price to pay at the start of the match while you're looking to ramp up.

I think I like this one the most. Two Ulfs gives you a lot of defensive punch.

2x Ulfwerener: 220k
2x Berserker: 180k
2x Runner: 180k
5x Lineman: 250k
1x Apoth: 50k
2x RR: 120k

Here's how I'm thinking of progressing: Format is first skill, second skill (doubles/10/dbl5/11/12).

Linemen:
A) Sure Hands, Kick-Off Return (Accurate/MA/MA/AG/ST)
B) Tackle, Kick or Wrestle (Mighty Blow or Guard/MA/MA or Guard/AG/ST)
C) Kick, Tackle or Fend (Guard/AV/Guard/AG/ST)
D) Dirty Player, Fend (Sneaky Git/AV/SG/AG/ST)
E) Tackle, Shadowing (Mighty Blow or Guard/MA/MA or Guard/AG/ST)

Lucky Linemen:
A) Guard, Shadowing (Side Step/AV/Side Step/AG/ST)
B) Leader, Kick or Fend (Dodge/AV/Dodge/AG/ST)
C) Sneaky Git, Dirty Player (DP/DP/DP/AG/ST)
D) MA, Fend (Dodge/MA/MA/AG/ST)
E) AG, Sure Hands (Leap/MA/Leap/AG/ST)
F) ST, Tackle (Dodge/MA/Dodge/AG/ST)

Berserks:
A) Guard, Stand Firm (Side Step/AV/SS/Stand Firm/ST)

Lucky Berserks:
A) Side Step, Guard (Dodge/Guard/Dodge/Guard/ST)
B) +ST, Guard (Dodge/AV/Dodge/AG/ST)
Runners:
A) Side Step, Dodge (Guard/AV/Guard/AG/ST)
B) Dodge, Side Step (Mighty Blow/MA/MA/AG/ST)

Lucky Runners:
A) Guard, Side Step (SS/SS/SS/AG/ST)
B) MA, Dodge (Dodge/MA/MA/AG/ST)
C) AG, Leap (Leap/MA/MA/AG/ST)
D) ST, Frenzy (Multiple Block/AV/MBk/AG/MBk)

Ulfs:
A) Block, Stand Firm (Dodge/Stand Firm/Dodge/Stand Firm/ST)

Lucky Ulfs:
A) Dodge, Break Tackle (Side Step/Break Tackle/Side Step/AG/ST)
B) +ST, Block (Block/Block/Block/Block/ST)

Code: Select all

-- -- -- --|-- -- LM LM LM -- --|-- -- -- --
-- -- BZ --|-- UW -- -- -- UW --|-- BZ -- --
-- LM -- --|RU -- -- -- -- --RU|-- -- LM --
Against very speedy opposition (HE/WE/PE/Rat, good and fast Humans), move the safeties (Runners in the diagram) back one. When you get a Side Step Runner and a Tackle or Kick Lino, swap their places in the backfield. When your Berserks have Stand Firm, you can even use this defense against many Frenzy teams (even Frenzy/Leap/Juggernaut is no help surfing your Berserker, as only one guy can use it per turn, and the Berserker's position protects the lino from surfing too -- with Guard on the Berserk, even the lino is safe from Frenzy/Leap).

Reason: ''
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 PubBowler »

In a TV100 league I'd start with:

140 Snow Troll
220 2 Ulf
140 2 Throwers
300 6 Linos
180 3 Rerolls
20 2 FF

Maybe swap a thrower for a lino and bank 20 towards an apoth.

Short of players I know but with Journeymen Norse lino's being so good (and indeed merc ones as well) I think it's worth it.
You start with all your players who are slow to skill (ST & Ulf) so when the fast developing ones join (Runners & Blitzers) your team will be more evenly developed.
Three rerolls are a must I think (in fact Leader would be my first thrower skill) as you start with 2 frenzy players without Block and no sure hands.

Skills:

Lino: Couple with Tackle, Couple with Dauntless, Sure Hands, Kick Guard

Snow Troll: Might Blow (obviously), Juggernaut, Stand Firm Block

Runner: Tackle, Diving Tcakle, Side Step, Mighty Blow

Ulf: Block, Stand Firm, Guard

Blitzer: Mighty Blow, Piling On (Then they'll die and you have to repeat!)

Thrower: 1 with Leader, HMP, Sure Hands

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Post by Andromidius »

So a Snow Troll is advisable from the beginning?

I'm not sure about it, personally. It's a Wild Animal, which makes it unreliable, and lacks Thick Skull or Regeneration and only has AV8. Compared to a regular Troll, it's a bit disappointing.

Though I suppose starting with Claws is nice, and Disturbing Presence might do something from time to time.

~Andromidius

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Post by The Ref »

No, not in a league imo. They allways double skull(any combo of skull & both down) their first block, wich often is the first block in a turn - that's anoying! At least my snowtroll did..

If you're playing a tourney and can choose who gets the first skill, then I would concider taking a snow troll :) wich I'm concidering for the BB GT in nottingham this spring..

And a starting lineup withouth berserkers, for a norse team? Then what's the point playing norsca vikings?

Here's my prelimenary lineup, though it might change, for the BBGT:
3 linesmen
2 berserkers
2 ulfwereners
1 thrower
2 runners
1 snowtroll
1 RR
= 1.000.000

Since I don't need to worry about injuries and deaths (they all regenerate between rounds) I only take 11 players and mostly positionals.. The 1 RR is a bit scary, but hopefully I'll manage..

I've never attended this kind of tourney before though, so I'm no expert.

My norse teams for league play are doing well though, but they started with the original team (runners, throwers, linesmen, berserkers) and got the ulfwereners and snowtroll after a few matches..

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Post by falconeyed »

The Ref wrote:No, not in a league imo. They allways double skull(any combo of skull & both down) their first block, wich often is the first block in a turn - that's anoying! At least my snowtroll did..

If you're playing a tourney and can choose who gets the first skill, then I would concider taking a snow troll :) wich I'm concidering for the BB GT in nottingham this spring..

And a starting lineup withouth berserkers, for a norse team? Then what's the point playing norsca vikings?

Here's my prelimenary lineup, though it might change, for the BBGT:
3 linesmen
2 berserkers
2 ulfwereners
1 thrower
2 runners
1 snowtroll
1 RR
= 1.000.000

Since I don't need to worry about injuries and deaths (they all regenerate between rounds) I only take 11 players and mostly positionals.. The 1 RR is a bit scary, but hopefully I'll manage..

I've never attended this kind of tourney before though, so I'm no expert.

My norse teams for league play are doing well though, but they started with the original team (runners, throwers, linesmen, berserkers) and got the ulfwereners and snowtroll after a few matches..
With all due respect, if the first block you're throwing in a turn is with the snow troll, or any big guy for that matter, then you're doing something wrong.

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Post by mattgslater »

I'd advise against starting with a Big Guy unless you can make most of your purchases as well. Key in early development will be your potential to turn the game over with Runners and slow it down with Ulfs, so don't do anything that doesn't let you start with those. Berserkers are less critical, but they're just so cool, and they really need early development before they truly pull their weight.

Reason: ''
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 Jural »

falconeyed wrote: With all due respect, if the first block you're throwing in a turn is with the snow troll, or any big guy for that matter, then you're doing something wrong.
/agree... unless you are playing in a league where Wild Animals must always go first (LRB 3.0 rule?)

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Post by The Ref »

--------------------------------------------------------------------------------

falconeyed wrote:

With all due respect, if the first block you're throwing in a turn is with the snow troll, or any big guy for that matter, then you're doing something wrong.


/agree... unless you are playing in a league where Wild Animals must always go first (LRB 3.0 rule?)
Well, offcourse I agree too. It's bad management to use a snowtroll as first "man" out in a turn, and I've learned the hard way.. But still: when you need the first block to be a powerfull one, taking out a highly armoured starplayer / troll, it's easy to think that two dice should give a knocked down result on at least one of them two dice. Suprisingly often, they both turn up as "both Down" or a skull or a combo of those two. And the ulfwereners are not much different, exept their not loners so it's easier to reroll a "doubble skulls" result(wich makes a HUGE difference though...)

As for berserkers - frenzy, block and jump up is a great combo imo. With mighty blow and piling on they make a great killing machine, at least in my league :P

In a leauge, the apoth is a great pick for starters.. Just take a look at our first game in season 4, between two fresh (TV=1.000K) Norse teams(LRB4, but still..): Myklagaard Hounddogs -vs- Ballistic Angels

They don't take a lot of pain, when their first knocked down..

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Post by Citizen Sade »

The Ref wrote:As for berserkers - frenzy, block and jump up is a great combo imo. With mighty blow and piling on they ...
... are asking for a right kicking. Frenzied AV7 player on the ground who'll cost 90k to replace? I don't fancy his chances much.

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Post by PubBowler »

Andromidius wrote: I'm not sure about it, personally. It's a Wild Animal, which makes it unreliable, and lacks Thick Skull or Regeneration and only has AV8. Compared to a regular Troll, it's a bit disappointing.
The Snow Troll is a LOT better than a Troll.

Claw (with a swift advance to MB) is a hugely good combo.
Frenzy is a good skill for a high ST player to have (even with the risk of TO).
Personally I think RS is worse than WA but I know that's debatable.

Snow Troll is one of the top 3 Big Guys in the game IMO (Beast & Kroxigor).
A player with genuine game changing potential.

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Post by The Ref »

PubBowler:
The Snow Troll is a LOT better than a Troll.

Claw (with a swift advance to MB) is a hugely good combo.
Frenzy is a good skill for a high ST player to have (even with the risk of TO).
Personally I think RS is worse than WA but I know that's debatable.


Well, at least the WA don't loose his tackle zones when nuffling on the WA throw.. Personally I use it to blitz high ST/A opponents, or do blocks the following turn, so the WA 4+ when only moving I can live with :)

RS and loosing tackle zones can be a lot worse. I've been making a few game winning moves through a stupid ork troll's tacklezones :)

Citizen Shade:
The Ref wrote:
As for berserkers - frenzy, block and jump up is a great combo imo. With mighty blow and piling on they ...

... are asking for a right kicking. Frenzied AV7 player on the ground who'll cost 90k to replace? I don't fancy his chances much.
All the AV7 people on a norse team will eventually be prone on the ground sometime. Lying down to reroll an armour/injury roll is worth it imo (well, I have'nt made many successfull injury causing rerolls with this skill though, but a few is often enough...)

Also a viking don't care about dying - cause then they'll get to drink with the gods - and apothecaries can save the most important ones.

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Post by Andromidius »

As long as you have a couple of Linesmen next to him to protect against fouls, it might be worth it. Especially since he can Jump Up and throw a Block next turn.

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Post by mattgslater »

After you have all your S skill requirements (Guard, Stand Firm) plus Mighty Blow (which you should always take before PO), you're talking a minimum 170k player. Would you really PO with a 170k AV7 player?

Reason: ''
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 Andromidius »

For some reason my local league doesn't count skills and stat increases onto player costs. Probably to keep TR's down.

But still, I probably wouldn't take Pile On. Not unless he got a couple of +AV increases first, at any rate.

~Andromidius

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