Slann and Pact starting Teams

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GalakStarscraper
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Post by GalakStarscraper »

voyagers_uk wrote:Tom, what is your win ratio?

Just curious, for your tactics isn't wrestle strip ball a bit "strong"?
Haven't notice a problem.

I'm 8 wins - 3 losses with the team ... but my TV of 112 tells you another part of the story.

Galak

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Post by bouf »

Jural wrote: I might just turn them into a pure bash team, just to confuse people (I still maintain leaping guard would be nigh impossible to deal with en masse... but I would need some AG 4 blitzers or doubles rolling catchers!)
I went pure Bash with my guys. (I had some success in the previous season with Zonz doing the same) I ended 6th place out of 30 and made it to the 1/4 finals (bloody Skaven) where a few bad choices cost me the game... After I was down 3-1 with only a few turns to go I gave up winning and got down to business of making the other guy PAY dearly!

Ended the season 13-1-5

I'm leaving them behind this season but will go back some day

Leap+Guard is simply Awesome. I love the way this team opperates and look forward to seeing other slann teams out there!

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Post by Joemanji »

I keep meaning to say: The reason I prioritise protective skills like Dodge for my catchers, rather than trying to make them better at specific jobs, is that I believe they are already amazing. 2+ Leaps and Dodges anywhere and 1+ catches means if I can keep them on the pitch they are going to be a huge threat. Especially on defence, where it sounds like I play a more patient way than Galak, waiting for the opportunity to strike, using Dogde on catchers and blitzers to make the offence raged. Its strange, but skilled-up Slann are one of the best defensive teams in the game, even without using Leap, (at least on 3+, the catchers can use it). Diving Tackle and Jump Up blitzers means a loose cage is vulnerable to a standard "blitz away the corner man and put on some TZs" tactic.

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Post by Joemanji »

GalakStarscraper wrote:I'm 8 wins - 3 losses with the team ... but my TV of 112 tells you another part of the story.
Really interesting. :) I have played exactly the same number of games, but my record is 6 wins, 4 losses and a draw. However my TV is 174.

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Post by duttydave »

I am thinking about starting a Slann Team and I like Galak's roster of 7 Linemen, 2 Blitzer, 2 Catcher, 3 Re-Roll and an Apo.

I see that Galak then prefers to acquire another two Blitzers and a third Catcher.

However, at what point, if ever, would you purchase a Kroxigor?

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Post by tenwit »

If you want a krox, I'd say: save and see. Replace any blitzers/catchers that die before you can buy the krox, but get it asap. All your other players can skill up quickly, so long as you concentrate on them. The krox needs more games than anyone else to skill up.

But this team doesn't need the krox. I have one and it's useful in my league (only 'zons and my Slann team could be considered anything like finesse teams, everyone else is out-and-out bash), but with four blitzers (awesome skill access) and good maneouvrability, Slann can work well without the big guy.

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Post by duttydave »

Thanks, although I'm not to sure yet if our league will allow the new teams.

However, I am intending to play in the ARBBL Open which is TV 115 and allows the new teams.

I was thinking of either:

7 Linemen, 2 Blitzers, 2 Catchers, 1 Krox, 4 Re-Rolls and FF 1 or

7 Linemen, 3 Blitzers, 3 Catchers, 3 Re-Rolls and FF1

All skills are selected before the tournament and numbered 1-6. One skill is gained before each round with a 'doubles' skill before rounds 2 and 5. One skill per player.

How would you guys approach this?

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Post by Craigtw »

duttydave wrote: All skills are selected before the tournament and numbered 1-6. One skill is gained before each round with a 'doubles' skill before rounds 2 and 5. One skill per player.
\

Sorry to take this off track, but do you get skill one after turn one, or do you roll each time to see which skill you get? (That could be an interesting skill variation for tourneys!)

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Post by SillySod »

I'm planning on taking Slann to Andover too so I've been scanning the thread and weighing up options... disclaimer: I've not actually used Slann yet...

Ok, firstly I'm not a huge fan of the blitzers. Diving tackle is handy but jump up just isnt a favourite skill of mine, maybe I'll see how to use it properly as I get experience using the team. the GAS access is pretty nice but without any long term developmet its not so useful.

I'm pretty keen on the linemen, competant thralls that leap look funny :D The catchers also look vital - 2+ leaps and pickups are going to be what actually wins you the game.
The kroxigor.... I doubt I'll be going without one. Kroxigors are the best big guys in the game and add some real hitting power to the team. For the andover bash I'm pretty confident that the krox will take up a double. I see the kroxigor as filling the same sort of role as the slann blitzers.

My planned lineup:
Kroxigor (140k) - block or diving tackle
3 Catchers (240k) - dodge, dodge, and guard
8 Linemen (480k) - wrestle, wrestle
4 Re-rolls (200k)
Apothecary (50k)
FF 4 (40k)
(I think that adds up)

Although.... I must admit that your first roster with the krox, 2 catchers, and 2 blitzers looks pretty good. I'm awfully tempted to adapt (aka steal) it, I guess I'd throw wrestle onto the blitzers instead of the linemen and then figure out what I was going to do with the 6th skill (stripball? kick?).

Edit: the kroxigor would be used as a fullback in either roster - either they would threaten to blitz with block (using their silly Mv) or probably to sit on a player using the prehensile tail/diving tackle combo.
Sorry to take this off track, but do you get skill one after turn one, or do you roll each time to see which skill you get?
My understanding is that the tourney organiser will roll a dice at the start of each round and thats the skill number that everyone else gets - a reason to make sure that every skill choice is competitive, frenzy and leap might be really cool but could go seriously wrong if you draw that frenzy for game one :D Edit 2: no, I have just reread the rules and I'm wrong. That info could be handy 8)

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Post by stashman »

falconeyed wrote:At this moment, my starting Pact roster looks like

7 x Marauders
1 x Skaven
1 x Dark Elf
1 x Ogre
1 x Troll

4RR
FF0
This one is the most safe starting squad. Add apo, then goblin (for TTM either as a goaler or a rock from a lobbering big guy, hitting opponents) then more marauders. Rerolls are expensive later on, so keep one marauders a leader.

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Post by Podfrey »

falconeyed wrote:At this moment, my starting Pact roster looks like

7 x Marauders
1 x Skaven
1 x Dark Elf
1 x Ogre
1 x Troll

4RR
FF0
This is the one I started our league with and it's been a breath of fresh air - a real tacticians team.

The 3 or 4 RR debate is a complete nonsense - not one single player on the team has a single skill that mitigates dice. No Block. No Dodge. No Sure Hands. No Pass. No Catch. I've tried with 3 RRs and by the latter stages of a half you're just turning over and missing a whole turn, which usually cripples whatever your plans are to score/stop them, effectively costing you two TDs per game.

Purchases are:

Goblin or Marauder
Apo
Whatever you didn't buy first
Another Marauder
Minotaur

My TR is now about 150 with all 3 Big Guys, still 4 RRs (no leader). Skills include an AG 4 Accurate Marauder (Accurate was the first skill I took), a Horns Dark Elf (this is one hell of a Blitzer!), a two headed Skaven, a Str 4 Marauder, a Guard+Block Marauder, a Claw Marauder, a Block Marauder, Guard on the Ogre and Jugger on the Troll. Three players dodging on 2's means I can get around fairly quick, and 3 Big Guys gives me something to hide behind when it gets rough. The team has an AWFUL lot of flexibility (Undead also have a lot of flexibility but in a different way) and if you can get each player having a specific role on field then the total is much greater than the sum of the parts.

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

Slann are an undercooked team. Like Chaos Pact they need to start with 4 RRs. But they struggle to gather SPPS. And they have no protection. And their players are expensive. And the Blitzers are overpriced/underskilled.

In the league I'm still fairly new but have a record of 2/1/0. Like Galak though it's with a TR of under 100 still and journeymen (and Helmut). They could be a really, really nice team, BUT are so bland as only Linefrogs and Catchers offer value in sub TR 150 (and the Krox is too expensive to start with/get quickly). In addition, the only reasons I've won or drawn is down to my opponent's inexperience against them. They are the ultimate in gimmick teams, i.e. the whole drive often comes down to whether you can roll a 3+ :roll: tactically challenging or what?! Tournament wise they just get pummelled..... The more I play with this team the more frustration I feel that the designers have missed an opportunity :?:

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Post by duttydave »

Craigtw wrote: Sorry to take this off track, but do you get skill one after turn one, or do you roll each time to see which skill you get? (That could be an interesting skill variation for tourneys!)
No, you actually pick skills but do it beforehand. The skills are picked and numbered 1-6 with the number being the round for which the skill comes into effect. The skill for Rounds 2 and 5 can be a skill normally only available on a double.

I'm guessing that skills are selected pre-tourney so that people cannot tailor a roster knowing what opponents they may face in each round.

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Post by falconeyed »

Pact Update:

My team is coming along. I'm starting to think about developing at least one marauder along the Block / Pass Block / Disturbing Presence route, as my Catch / Dodge Dark Elf is planning on Pass Block / Disturbing Presence as well. With two Pass Block / Disturbing Presence guys, I think I could do a fairly decent job of controlling passing lanes.

My skaven (with blodge) has turned into the team's defacto blitzer, until I can get Horns and Block on a couple of marauders. I'm sort of stuck between going either Horns or Two Heads on the Skaven. I think I'll go Two Heads because that just helps the mobility with MA7 and Dodge.

Just some thoughts.

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Post by dr. evil »

I started a pact team with:
1x troll
1x minatour
1x ogre
1x dark elf
1x goblin
6x marauders
2rr
apothy

Works pretty well. I don't like using RR on players with loner so I find that 2RR is enough to start with.

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