Slann Tournament at 1.1K

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Teluriel
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Slann Tournament at 1.1K

Post by Teluriel »

Like the other thread i started

Slann at a tournament of 1.1K

1 Krox
3 Blitzers
3 Catchers
4 Linemen
3 RR

Skill ups: after a game: 1 chosen player skills up normally and 1 random player too.
After game 3: 2 random players get a skill: one a double one a normal.

You can stack skills between games...

Any input is greatly appreciated.

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GalakStarscraper
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Post by GalakStarscraper »

I'd be more inclined to run:

2 Blitzers
4 Catchers
6 Linemen
4 Re-rolls

or

2 Blitzers
4 Catchers
5 Lineman
1 Apothecary
4 Re-rolls
1 FF

Given that most CAS are Badly Hurt and your cheapest player is more than 50k ... I have actually found the apothecary to be a good purchase.

Last tournament I went to ... in 4 games I used the Apothecary to return a Blitzer or a Catcher to the game in the 1st half of the game.

Galak

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Post by GalakStarscraper »

Skill wise.

Lineman gets Kick after game 1.

I'd give both Blitzers Wrestle

For the 4 Catchers ... I'd give give 2 Sure Hands and 2 Kick-off Return.

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Joemanji
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Re: Slann Tournament at 1.1K

Post by Joemanji »

Teluriel wrote:Like the other thread i started

Slann at a tournament of 1.1K

1 Krox
3 Blitzers
3 Catchers
4 Linemen
3 RR

Skill ups: after a game: 1 chosen player skills up normally and 1 random player too.
After game 3: 2 random players get a skill: one a double one a normal.

You can stack skills between games...
No point taking Blitzers at all. In a tournament the +50K over a lineman is not worth it. Jump Up and Diving Tackle are of marginal use in this situation. A lineman does a pretty similar job. You need to max out on catchers and re-rolls. These are what make a Slann team work. 2+ leaps are great but with ST2 AV7 and no skills they are fragile. I would use:

4 Catchers
1 Krox
7 Linemen
4 re-rolls
1 cheerleader

Skills you need on a lineman are Kick, one Strip Ball and the rest Wrestle.
On catchers Guard is usually essential. Can't guarantee it here though, so Dodge is a good bet. Some people prefer Sure Hands here though, or Block.
Juggernaut on the Krox would be a very useful addition, allowing him to reliably fill the blitzer role.

Cheers :D
Joe

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Re: Slann Tournament at 1.1K

Post by Craigtw »

Joemanji wrote:No point taking Blitzers at all. In a tournament the +50K over a lineman is not worth it. Jump Up and Diving Tackle are of marginal use in this situation.
I disagree with you. The blitzers having Jump Up is a big bonus to the overall mobility of the team. The Blitzers also have Strength access which means that you can have the option to give them the deadly combination of Piling On and Jump Up should you roll for them for a skill up.

Besides, if you are going to give Wrestle to the linemen anyways, it would be far better to have the player get up and still have full movement afterwards.

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Post by SillySod »

Forget about the blitzers because they really arent cost effective for tournaments. Make sure you have at least 3 catchers, the roster Joe suggested is quite a good one because it lets you field 3 catchers and still be confident that you'll have one left for the next drive. In terms of skills...

Kroxigor - I'd recomend guard, juggernaught probably isnt bad though.
Catchers - I'd let the rondom skills land on them, potentially they are very nice with dodge or surehands though (you might want to consider stacking skills on one of them as a ball handler).
Linemen - Wrestle and Stripball are great, depending on the distribution of elves and bashers I'd onsider getting two stripballs. Kick is handy but as esential as oon a team like vampires.
Blitzers - you shouldnt have these ;)

If the double lands on the kroxigor then it should get block, anyone else should probably get guard.

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Post by GalakStarscraper »

Difference of opinion ... I think SillySod and Joe underestimate the value of the MA 7 Jump Up player.

But different strokes.

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Post by bouf »

GalakStarscraper wrote:Skill wise.

Lineman gets Kick after game 1. Galak
So... where do you kick???

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Post by one_second_of_insanity »

On their weak side within 6 squares of the line of scrimmage. Leap and put pressure on ball straight away

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Post by Joemanji »

GalakStarscraper wrote:Difference of opinion ... I think SillySod and Joe underestimate the value of the MA 7 Jump Up player.

But different strokes.

Galak
I think they are fantastic players in leagues. Especially with first skill Dodge to really maximise that speed. GAS is awesome, and means they have 4 or 5 brilliant options to skill up with. They are the heart of a league team IMO, where Catchers don't live long enough to skill up.

It's just in tournaments they aren't cost effective IMO. Especially since ressurection style means your Catchers start every game.

But as you say, different strokes. :wink:

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Post by GalakStarscraper »

The other reason I like the Blitzers is that Wrestle marries very well with Jump Up.

In April I'm going to a 1.1M event where you get 6 skills in advance and that's the team for the whole event ... I'm taking.

2 Blitzers (both with Wrestle)
4 Catchers (one Sure Hands, 2 Kick-off Return)
5 Linemen (one with Kick)
1 Apothecary (in this tournament rules for the Apothecary are heals on a 2+ to Reserves)
4 Re-rolls
1 FF

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Post by Darkson »

Silly, can't remember - did you take any Blitzers to the ARBBL (TV115)?

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Post by Joemanji »

Darkson wrote:Silly, can't remember - did you take any Blitzers to the ARBBL (TV115)?
SillySod didn't. I think Geggster did.

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Post by SillySod »

I can see that JU and Ma7 is pretty useful for mobility but I cant remember really feeling like I needed more mobility tbh. Not so many teams are more mobile than slann in a tournament and very few have much capacity to reduce your mobility, mostly teams form loose cages to protect the ball which means you are free to keep them surrounded before leaping in each turn.

I guess I just see having extra linemen, a krox, or extra catchers as being more of a boon to the team than spending 50k to upgrade a lineman to a blitzer (and get mobility I dont need).
So... where do you kick?
I tend to kick it into the weakest forward corner of the offence unless my opponent dosent have many turns left to score in. That way I can pressure the ball right from the start, often when an opponent hasnt been able to cover it properly. I'd guess galak does the same but I'm not 100% sure since I found that that tactic was much more useful with vampires than with slann although I still liked it with slann.

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Post by GalakStarscraper »

SillySod wrote:I can see that JU and Ma7 is pretty useful for mobility but I cant remember really feeling like I needed more mobility tbh.

I guess I just see having extra linemen, a krox, or extra catchers as being more of a boon to the team than spending 50k to upgrade a lineman to a blitzer (and get mobility I dont need).
If I get my head handed to me at Stupor Bowl ... I will reaccess my belief. But like I said its the mix of JU and Wrestle that means a lot to me (along with getting the MA 7).
So... where do you kick?
I like to kick similar to SillySod. I try to aim at a spot where if they blow the pickup the Sure Hands Catchers can fly in and grab the ball (and then risk getting beat senseless ... but its fun ... because by then he has friends around him).

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