Norse Team - First three games

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Andromidius
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Post by Andromidius »

How about if I put three Linemen on the line, with a Berzerker standing 'guard' on either side one square back (to prevent an envelopment while on the defense?

The three Linemen would ideally have two Guards and one Dauntless (so he can thwack any Big Guy standing opposite him). If I can't get the second double Guard then maybe Tackle to stop any Elves trying to leap over his head and making a break for the End Zone so easily.

For the two Runners I'm thinking of having a different role for each of them. The first would be a typical catcher with Catch and Sprint to help make those touchdowns. The second would be a burner, designed to hunt down enemy Catchers, with Tackle and Shadowing (or Pass Block?).

And how about Block, Mighty Blow and Juggernaut on the Ulfwereners? Juggernaut would help with crowd pushing Wardancers (double skull = pushback, ignoring sidestep) in particular.

So I'm thinking, for the whole team:

Ulfwerener x2 - Block, Mighty Blow, Juggernaut
Berzerker x2 - Mighty Blow, Pile On, Sidestep
Runner x1 ('catcher')- Dodge, Catch, Sprint
Runner x1 ('burner')- Dodge, Tackle, Shadowing/Pass Block
Thrower x1 - Sure Hands, Accurate, Strong Arm
Lineman x2 - Guard
Lineman x2 - Tackle
Lineman x1 - Kick
Lineman x1 - Dirty Player
Snow Troll - Mighty Blow, Block

~Andromidius

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whitetiger
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Post by whitetiger »

I'd put the Ulfwerners there and put the berserkeers in the wide zone to crowd push any fool that came out there.

That team would be a good one. think about putting dodge on your positionals if they get doubles. It'll keep them on their feet and give you another offensive capability.

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Andromidius
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Post by Andromidius »

Fair point. Ulfwereners on guard duty, Berzerkers on pushing duty. At least until they skill up a little.

And I'm not going to worry about doubles for the Ulfwereners until at least skill #3. They need Block and Mighty Blow really. The Berzerkers might be able to use Dodge effectively, but we'll see what I roll when I get to it. I'd still be wanting Mighty Blow on them early on, at any rate.

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Post by whitetiger »

I meant dodge on the berserkers, throwers, runners. The Ulfs, I wouldn't worry about dodge until long after they get block and mighty blow.

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Post by Andromidius »

Ah. Well both my Runners have Dodge already, which should be very useful. In my last game the Runner without it always seemed to need it...

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Post by PubBowler »

Andromidius wrote: The three Linemen would ideally have two Guards and one Dauntless (so he can thwack any Big Guy standing opposite him). If I can't get the second double Guard then maybe Tackle to stop any Elves trying to leap over his head and making a break for the End Zone so easily.
I would put unskilled linos on the kicking LOS in most circumstances. Almost all teams will be able to knock them all down and with AV7 you're likely to take injuries. Better make it expendable people.
Andromidius wrote: For the two Runners I'm thinking of having a different role for each of them. The first would be a typical catcher with Catch and Sprint to help make those touchdowns. The second would be a burner, designed to hunt down enemy Catchers, with Tackle and Shadowing (or Pass Block?).
Norse Runner aren't catchers in the same way that Norse throwers aren't throwers.
The 2nd role you suggest is a better path for them (remember Diving Tackle & Side Step ahead of Pass Block).
Andromidius wrote: And how about Block, Mighty Blow and Juggernaut on the Ulfwereners? Juggernaut would help with crowd pushing Wardancers (double skull = pushback, ignoring sidestep) in particular.
I think you confusing Juggernaut with Grab.
Juggernaut doesn't ignore Side Step and Frenzy players can't take Grab.


Ulfwerener - Block, Stand Firm, Guard, Mighty Blow, Juggernaut
Berzerker - Mighty Blow, Pile On, Sidestep
Runner - Tackle, Diving Tackle, Side Step, Shadowing/Pass Block
Thrower - Leader, Sure Hands, Hail Mary Pass
Lineman - Tackle, Fend, Dauntless, 1x Kick Guard

Snow Troll - Mighty Blow, Juggernaut Block

Edited for spacing errors.

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Andromidius
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Post by Andromidius »

Right, right... I got them mixed up, indeed. My bad.

Even so, Juggernaut should be useful. Getting a pushback on a double skull will mean the bane of most of the league's annoying blodgers to crowd pushings.

I wonder how long it'll take people people start deploying in defense of this move...

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Post by mattgslater »

Stand Firm is a great skill for both Berserks and Ulfs (after Block). Your opponent can't push you off their guys, and so you know you can hit again next turn (esp. on Berserkers, with Jump Up and all). Good use of Stand Firm gives you more blocks, and in conjunction with Block and Frenzy, it gives you more casualties. Not like MB, mind you, but significant nonetheless (if hard to measure). Massed Stand Firm also helps keep speed teams out of your backfield, stops the One-Square-Per-Turn cage game, and allows your Frenzy guys to crowd-push with little fear of retribution (just be sure to man-mark any Juggernauts). It's particularly great on Ulfs, as knocking ST4 off of a player is usually an engineered effort, and few coaches will do that if it's only a 5/9 effort with no direct scoring shot and little chance of SPP.

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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 Cramy »

Defense against Block, Frenzy and Juggernaut is Block, Dodge and Side Step. Let the Frenzier frenzy you, and then you position yourself (via side step) and the Frenzier (who has to follow-up) to crowd-push the frenzier in your turn. And that's where Matt's Stand Firm idea comes in play, as the Frenzier can't be crowd pushed unless he is hit by a Juggernaut player.

If the Frenzier has Stand Firm or Side Step, then you need Juggernaut or Grab to crowd-push him.

Having said all that, Block, Frenzy and Juggernaut is a great combo, especially on a ST4 player. Just beware of the Side Steppers. I want to start a Norse team just to be able to use this combo. :)

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Post by ravyn »

just to throw my 2 cents worth in. I played Norse in the last league I played in. started with 1 thrower, 2 beserkers, 2 runners, 5 linemen, 4 rerolls, 3 ff and an apoth. 1st purchase replacement lineman, 2nd ulf, 3rd snow troll. ended up with +1 str beserker, 2 +1 mv runners and took 3rd place in league behind wood elves and skaven. The wood elves beat me by 1 point and the skaven by 2 with the loss of their rat ogre. and I did play with a throwing game.

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Andromidius
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Post by Andromidius »

Okay, going to get some more games in tomorrow. Hopefully I can skill up my Ulfwerener to get him Block, and get some Sure Hands on my Thrower.

I've been having a think about my Runners. How does Strip Ball and Diving Catch sound as a combo? I could even run them in a pair together to knock that ball free. And if I roll a double, Nerves of Steel would be nice for actually catching the loose ball.

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Post by whitetiger »

Strip Ball and Nerves of Steel would be good on them. Not sure how useful Diving Catch would be. Depends on how much you're going to be throwing the ball.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
Andromidius
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Post by Andromidius »

I was thinking more then when I Strip Ball the ball won't necessarily bounce back towards him. Therefore I have a much better chance of being able to catch it.

Also my Thrower tends to be unable to even make a Quick Pass accurately, and Diving Catch will at least lessen the chances of a turnover.

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Post by tenwit »

Andromidius wrote:I was thinking more then when I Strip Ball the ball won't necessarily bounce back towards him. Therefore I have a much better chance of being able to catch it.
Unless you've house-ruled it, Diving Catch does not work on bouncing balls.

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Post by mattgslater »

Don't waste a skill on Diving Catch. Maybe take a Strip Ball/NoS Thrower? Nah.

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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