Back with some more questions; hopefully Galak will see them eventually...
- The 250 kgp not spent in Galak's set-up are just kept in the treasury forever (or until a true crisis arises, eg. both trees are killed or crippled) to keep the TV low, yesno?
- Hail Mary Pass – is this useful or not for ‘flings in LRB5? (It used to be fairly useful in the olden days, but with all the new skills that have appeared since then there could easily be a new skill or skill combo that negates it.)
- In Nerves of Steel and/or Pass useful for the trees in LRB5? Pass seems to have lost a bit now that TTMs only need a 2+ to avoid a fumble. NoS OTOH... in the far past my trees often picked the ball carrier up from the midst of the opposing team to throw him somewhere safer, so having NoS to negate all those TZs was quite useful (and it also made single-turn TTM plays easier since there’s no need to remove enemy TZs from a NoS tree before the throw). Is that still the case in LRB5, or has the various TTM changes reduced the value of NoS too?
- If a tree rolls a double ‘5’, is +1 MA more worth than the double skill nowadays? (In my long-ago experience, trees usually developed rather slowly so the probability of having a tree with more than one doubles skill was pretty low; and since my trees usually couldn't move more than 1 square before getting into an opponent's TZ anyway, they wouldn't have gotten that much use out of MA3.)
- How do 'flings deal with Leapers? I've always had difficulties with wardancers, but at least there are only 2-3 of them on the pitch at the same time (including Star Players, of course); but now one of the local players is building a Slann team... <shudder> If I remember/understand the rules correctly, Galak's 3-4-4 defences above can both be Leaped over by passing one single unmodified AG roll: move up to the square beside player 1 (or 2), jump to the square two squares behind him, then run down the central avenue unhindered thus bypassing all the Diving Tackle defenders
The only anti-Leap set-ups I’ve come up with so far are sparse 3-3-5s, either with the Trees spread out to cover the entire LOS, one ‘fling 1 square back from the LOS in each WZ and one directly behind one of the trees, and a back line of 5 defenders 2-3 squares behind the others. (If the team only has two trees, they’ll have to deploy closer together and the ‘flings have to cover more of the LOS.) This feels horribly casualty-prone though – only one of the trees is protected from being overwhelmed, and the forward Wide Zone players are vulnerable to both Frenzy and Quick Snaps (and can’t be moved either backwards or inwards, since moving back would make it easier to Leap past the first line to Blitz the rear-line Defenders and moving in would directly expose the WZ Defender to a Blitz).
- *Kick* as the first double skill on the Booter? I would’ve thunk DP was the automatic choice for the fouling-specialist - OK, it has been toned down in LRB5, but it still improves the odds of a successful foul quite a bit... Also, with all the Defenders deployed in the rear line, the only places left to deploy a Kicker are all exposed to the recieving team’s first Blitz – which probably means that the Kicker will die rather quickly... particularly if he is also a Booter and thus has a big bulls-eye painted on him already
- What about using Special Play, Wizards or Mercenaries as inducements?
- Are the new star players available to the 'flings in the 2007 experimental rules any good? Zara is excellent against Khemri etc.; what about Bertha Bigfist and Willow Rosebark? (IOW, is it worth the effort to convert models to represent them? <g>)
Regards,
Oerjan