Nordland Lions - A Human Team

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stashman
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Nordland Lions - A Human Team

Post by stashman »

I am starting up a human team called Nordland Lions. I love rerolls so I start with 5!

Rerolls: 5
Blitzer: 4
Catcher: 2
Lineman: 5

One catcher will be a block/sure hands/side step player and the other will be a "pure catcher".

I am thinking of making a Blitzer to a thrower (strong arm, hope for pass/accurate). Maybe a bad choice but I can buy throwers and use them as very handy linemans.

First buy is apo, then a third catcher, then an ogre and then the throwers. I don't think I will need anymore rerolls, so I save cash when I start with 5.

The running catcher will probably get sure hands before block, but whta do you others say.

Have anyone used catchers as runner with block/sure hands. With kick-off return it will be a real speeder!

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stormmaster1
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Post by stormmaster1 »

If you like rerolls, take 4 and an apoth. 5 is overkill.

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Re: Nordland Lions - A Human Team

Post by DDogwood »

stashman wrote:Have anyone used catchers as runner with block/sure hands. With kick-off return it will be a real speeder!
The main problem with a human catcher as a "runner" is their low ST. Ideally, you will be able to organize your offense so that your opponent can't hit your ball-carrier at all, but skills like Leap or Hypnotic Gaze can help your opponent break through almost any offense. If your ball-carrier is ST 3 or higher, it can be tough for your opponent to get a 2-dice block against him, but if he's only ST 2, then it becomes much easier.

A Block-Dodge player is hard to take down, and a 1-die block will only knock him down ~17% of the time (~31% with a reroll), but a 2-die block will do it ~30% of the time (~52% with a reroll). So, with ST 2, you have a significantly higher risk of losing the ball.

A runner-type catcher will probably do well against slower teams, but against Skaven or Elves he's going to end up acting as a defensive safety instead of an offensive runner.

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Post by necromancer »

Blitzers as throwers?
Catchers as runners?

Nah
Human blitzers are good at two things. Bashing and scoring. They have ma7. Use them as catchers with all your rr.
Skill them quickly. Give them Mighty Blow and then Piling On.

Human Throwers are decend. Just take one.

Take 2-3 catchers later. use one as a fouling machine. Give him dirty player and sneaky git.

Use the ogre to take some punishment.

Try to keep your TV low, then you can take a wizard in your games or 2 bloodweiser babes.

Have fun 8)

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Post by spubbbba »

Well 4 blitzers is a good start for humans, but 5 re-rolls is overkill.

If you want to go re-roll heavy I'd go with 4 and upgrade a lineman to a thrower, he gets free re-rolls for passing and picking up the ball and you can alwsys give him leader.

Catchers and ogres are a luxury that can be added later once you have an apoth.

Sure hands on the ccather is a waste, block, sidestep and diving tackle are all nice, as is dauntless with strip ball or dirty player and sneaky git if you want to specialise.

Blitzers should get guard and Mighty Blow along with tackle is you expect to face lots of dodgy teams, if not you can leave it to the linemen.

The positionals will skill themselves so try and score with linemen as they need to skill up once you get higher TV.

Humans need to remain flexible, so i'd advise against taking skills that don't play to a players main stregth, since you have so many re-rolls you can hope that AG3 remains strong if you want to do that sort of stuff.

But you should mostly play the running game with catchers trying to draw people away from the cage and threatening the pass.

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Post by FischerKing »

Dont waste your doubles turning your blitzer into a Thrower, it just isnt smart and the real thrower can do it much better with normal skillups. On a human blitzer, I really like dodge as it allows him to move around some. Humans are ag 3, but I feel that some dodging is vital to playing them to their strengths and use their high movement.
The running catcher is an ok idea I think, as long as they dont get to him (and they shouldnt, so an ok idea :)) but get yourself a thrower. With a double you can build a pretty good running thrower taking dodge, then accurate or block. Those skills will make him pretty usefull defensive too.

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stashman
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Post by stashman »

Just played three games in a row for a test league and it went good!

I played a Underworld team TV 167 and got both Zug and Griff as stars + apo in three games!

Won all three 2-1, 2-1, 3-1 and got some skills.

Blitzer: Tackle

Blitzer: Strong Arm (well I have to try it out! It's cool, like a Jeremiah Kool player!)

Catcher: Niggling (soon to be kicked)

Lienman: +AV (good on the LOS)
Lineman: Wrestle

FF3 and apothecary. Still 100K in cash saving for the ogre! 5 rerolls may be overkill, but now I never have to worry about buying any.

I have to say that the Inducements was TOO GOOD for an already good team with 4 block players and 2 dodgers! Sometimes Inducements are "broken".

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FischerKing
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Post by FischerKing »

Your crazy :D Oh well, have fun with your thrower/blitzer :)

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Post by DDogwood »

stashman wrote: Catcher: Niggling (soon to be kicked)
I wouldn't bother kicking him, he will die soon enough on his own anyway.

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stashman
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Post by stashman »

FischerKing wrote:Your crazy :D Oh well, have fun with your thrower/blitzer :)
Next is Sure Hands or Accurate/Pass on a double and I will have a sneaky runner :lol:

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necromancer

Post by necromancer »

NUTS 8)

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stormmaster1
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Post by stormmaster1 »

I have had some success with a thrower/blitzer in a human team. Although it was a thrower with +MA and +ST. i can't see strong arm getting much mileage in a blitzer. Sure hands would aid his runner/ball retriever role.

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stashman
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Post by stashman »

I need something thats not mainstream :lol:

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Andromidius
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Post by Andromidius »

Try making an Ogre Catcher then... ;)

~Andromidius

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stashman
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Post by stashman »

I will give you all details on how good/bad it went! :lol:

I think I can do some magic with the runner/thrower/blitzer

Again I have to say that a human team 100 TV vs underworld 167 TV was a joke!!! Griff, Zug and apo and with 4 blitzers, 2 catchers and 5 rerolls, the "overdog" was soo under in all ways!

If you keep TV low and have the right players with just as many skills as you need, it can make a BIG diffrence with the Inducements.

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