Bit of a struggle with Halflings

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Tackledummy
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Bit of a struggle with Halflings

Post by Tackledummy »

I was wondring if people could give me a little advice with Halflings?

I've had a but of a bum run in a couple of games with them where I simply can't land the poor fellas when I pitch them down field. The last game I played I failed 6 out of 6 rolls I took.

At the moment I'm pretty new with them so generally find I've relied a bit too heavily on this tatctic to equalise the score or get me back in the game so are there any other tactics people use to score or to minimise the outcome of poor luck when you really need some good luck or is it a matter of that's just how Halflings are; one trick ponies?

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Post by rodders »

I never rely on this tactic the trick is to give your opponent nothing to easily hit (unless they are running into a tree) whilst giving them alot of dice rolls in order to hit your ball carrier.

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Post by rodders »

and remember anything above a 35% win rate with fings is good

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Post by howlinggriffon »

This might be a little out of date but it's still good...

viewtopic.php?t=7779

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Post by plasmoid »

Yikes. That's not just a little date.

Also, Tackledummy, I hope you know what you signed up for. Halflings are by far the weakest team in BB. The author of the above tactics article had a pretty good W/L record with halflings back in the day. In LRB5, like everyone else, he has had no luck with them.

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Post by Tackledummy »

Yeah I know what I'm in for and I'm doing ok. We ran a quick league (6 games regular season) to get people back into BB after the re-release and I came out with 3 losses and 3 draws. But when you fail all rolls to land when you should be passing at least half of them I need to look at what I can do to counter the possibility of bad luck when it rears it's ugly head.

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Post by Tackledummy »

I never rely on this tactic the trick is to give your opponent nothing to easily hit (unless they are running into a tree) whilst giving them alot of dice rolls in order to hit your ball carrier.
Thanks for the info mate. How do you generally try to get your ball carrier in the end zone? Do enough casualties with your Treemen so that they've got room to run him in or throw him in. Also what are the best skills to give your Treemen first? Assuming they aren't lucky enough to roll a double would they be better off with Guard or Multiple Block or something else?

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Post by plasmoid »

I took multiblock on one, and have thoroughly regretted it.
Guard is the way to go (IMO).
IMO Grab and Break Tackle are the distant 2nd picks.

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Post by Tackledummy »

Ah cool, thanks man.

@ howlinggriffon

Thanks too for the article. It's helpful even iff a little out of date. :)

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Post by howlinggriffon »

No worries. It helped me work out my positioning if nothing else :)

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Post by rodders »

always always start with 2 tree's and deeproot then you should always have enough in inducements to retain deeproots services. setting uo a forrest on the los is huge and gives your oppo no where to hide from the trees, often enough ypu will be able to cause enough cas (or even ko's) to weaken your oppos numbers then you can let your bc loose with enough off his mates to support him.

skills for trees should be guard, grab, then multiblock on doubles block and if your lucky to get 2 pass.

skills for flings diving tackle and at least 1 sneaky git if they get 2 skills side step to go with dt if 1 gets 3 skills frame him :lol:

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Post by Tackledummy »

Maybe I misunderstood the Star Players rules and how to hire them. I was wondering how on earth I can afford a 250,000 gp tree each game.

It's been a good 5 or 6 years since I was last playing Blood Bowl, could someone possibly explain to me how you can afford to keep Deeproot every game?

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Post by whitetiger »

Through the inducement money you are bound to be getting. Most teams will be giving you at least 100,000 in inducement money. Buy wizards and chefs until you can afford deeproot.

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Post by GalakStarscraper »

LRB 5.0 Halflings

First off ... convince your league to use the experimental LRB 6.0 rules if you want to have a prayer.

1) 50k for the Master Chef
2) Stunty doesn't add +1 to the injury roll instead rolls after modification of 7 = KO'd and 9 = Badly Hurt

These two changes WILL definitely be part of LRB 6.0 .... so its important to use them to have fun with your team.

====

My best suggestion for Flings is to start with this roster:

2 Trees (240k)
11 Flings (330k)
1 Reroll (60k)
7 Fan Factor
300k in treasury

Your Team Value will be 700k. This should mean that against any starting team you should be able to induce Deeproot and the Master Chef (300k in cost). Both of these are critical to winning.

The high Fan Factor is to try to win the FAME roll to deny your opponent re-rolls (same thing the Master Chef is for).

I disagree with Martin on Guard for the Treemen ... I prefer Grab and then Break Tackle for skill picks.

Block then Pro for doubles.

If you get Block ... Multiple Block is the next normal roll.

As you play always leave 300k in the Treasury ... this is to keep you from spending and ramping up you TV. The only time you should dip into the 300k is if you have a Treeman need replacing ... but then after that you should avoid purchases until the 300k builds back up. This 300k cushion is to make sure that if you need it ... you can always bring Deeproot and the Master Chef to the field.

In terms of purchases for the team ... I'd buy the following only:
1) Apothecary
2) 1 more Halfling
3) 3 Cheerleaders
4) 3 Assistant Coaches
5) 2 more re-rolls

If you have all of this ... leave the money in your treasury ... don't spend it.

Galak

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Post by Tackledummy »

Cool thanks Tiger and Galak. Seems like I need to completely re-think how I build my team. Will give this a go in our second season.
These two changes WILL definitely be part of LRB 6.0
This will definitely help me sell using the rulles. That and the fact that everyone laughs at my team when they have to play it :wink:

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