halfling development with free-to-choose mvp
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halfling development with free-to-choose mvp
in a league where you can choose the mvp yourself, would you rather put the mvps on the treemen or on the occasional halfling to specialize?
also, if you have the choice to stay "deeprootable" with most of your enemies, would you sacrifice the mvp or further shape the team, although you might lose the deeproot-inducement-option?
also, if you have the choice to stay "deeprootable" with most of your enemies, would you sacrifice the mvp or further shape the team, although you might lose the deeproot-inducement-option?
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- mattgslater
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I'd use the MVP on a player who can get an improvement, with precedence going to Treemen.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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I'd go for Matt's answer. Give it to the player who needs it most, ie a player who got a Completion, Casualty og Touchdown in the game, and skill him up. If there is a tie between a Halfling and a Treeman, I'd go for the Tree, I think. You might get something useful, like Block if you're lucky, or something else. Otherwise, go for a Halfling if no Tree performed. Then you could get a Halfling with a stat increase (all stats on a Halfling would be hugely welcomed!) or with Leap (imagine it!!!!), Side Step or Sneaky Git. All could be useful, I think. Well, except Leap, but it sure would be great fun to watch a Halfling jump over a Chaos Warrior or Big Guy!!!
Consider a Tree with Tackle, Grab or Multiple Block (a favourite of mine).
Consider a Tree with Tackle, Grab or Multiple Block (a favourite of mine).
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I hate Wood Elves.
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
[quote="SillySod"](the other times are when I have norse... norse are suprisingly similar to chainsaws).[/quote]
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
[quote="SillySod"](the other times are when I have norse... norse are suprisingly similar to chainsaws).[/quote]
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Block is a nice double, Hail mary pass can be useful together with diving catch, and if i really wanted to be annoying, id go for strip ball.
If not double, with HMP id go with diving catch, otherwise probably diving tackle, side step or sprint, depending on playstyle and needs.
Stats i dont think ST would be superuseful, but AG would be royal. Id take MA over AV.
For trees, block on double and grab on single.
If not double, with HMP id go with diving catch, otherwise probably diving tackle, side step or sprint, depending on playstyle and needs.
Stats i dont think ST would be superuseful, but AG would be royal. Id take MA over AV.
For trees, block on double and grab on single.
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Oh yeah, Hail Mary Pass would be great, for once, since the Halfling wouldn't even need to roll. But then again, I'd rather take my Long Bomb chances, I think. It only woks on a 6, but better than not working at all. However, I could see the hilarious in keeping a HMP Halfling in the back to get the ball, take a chill to wait for his mates to dodge run (or be thrown) down near the End Zone, then place the ball in the middle of them, hopefully allowing a TD to be scored. Would need some luck, though, but it would be ace.s031720 wrote:Block is a nice double, Hail mary pass can be useful together with diving catch, and if i really wanted to be annoying, id go for strip ball.
If not double, with HMP id go with diving catch, otherwise probably diving tackle, side step or sprint, depending on playstyle and needs.
Stats i dont think ST would be superuseful, but AG would be royal. Id take MA over AV.
For trees, block on double and grab on single.
Reason: ''
I hate Wood Elves.
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
[quote="SillySod"](the other times are when I have norse... norse are suprisingly similar to chainsaws).[/quote]
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
[quote="SillySod"](the other times are when I have norse... norse are suprisingly similar to chainsaws).[/quote]
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Passing with haflings, are you mad! 
How about this for a nice play:
You Stunty into the cage, strip the ball from that dwarven runner, preferably with the use of the Strip Ball skill.
Your HMPer stunties in and passes the ball to your waiting diving catcher...
Heheh, dreaming. Though I got HMP and Diving Catch on my Haflingteam last game, already hade sneaky git. If only I could get those threes some skills. :/
Your play sounds nice. But instead of the full team waiting for that ball, 2 diving catchers would cover as much ground. + They get +1 to there catch to negate the inaccurate pass
Sti

How about this for a nice play:
You Stunty into the cage, strip the ball from that dwarven runner, preferably with the use of the Strip Ball skill.
Your HMPer stunties in and passes the ball to your waiting diving catcher...
Heheh, dreaming. Though I got HMP and Diving Catch on my Haflingteam last game, already hade sneaky git. If only I could get those threes some skills. :/
Your play sounds nice. But instead of the full team waiting for that ball, 2 diving catchers would cover as much ground. + They get +1 to there catch to negate the inaccurate pass

Sti
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- Storch
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Choosing MVPs opens up the possibility if actually making 'flings playable as you could simply take a rookie, give him a quick pass for a single SPP and then give him the MVP at the end of the game. If it's a stat or a double keep him, otherwise lather, rinse, repeat.
This would, of course, only happen after getting a couple key skills on the trees.
At least, that's the way I would do it.
I would also rightly fear any player who plays Chaos in that league as that team will get hideous in short order.
This would, of course, only happen after getting a couple key skills on the trees.
At least, that's the way I would do it.
I would also rightly fear any player who plays Chaos in that league as that team will get hideous in short order.
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It's blockers like black orcs, chaos dwarfs and dwarfs that REALLY benefit from this rule, and think about it....if the dwarfs are getting the biggest boost, then that spells trouble for halflings. During the vault my league tested chosen MVPs, and I really don't like how you can tailor teams perfectly with it.
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No they don't. DC's +1 to catch is on accurate passes only.s031720 wrote:2 diving catchers would cover as much ground. + They get +1 to there catch to negate the inaccurate pass
When HMPing, it's not a great idea to have too many players in the target zone. Chances are, you're not going to retrieve the ball, which means you need bodies between the ball and your EZ.
Back to the question.. I echo everyone else. MVP to get first skill, else to trees. We did this in our first league, it really speed progression, I think I had four side stepping skinks after three games.. whee!
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- mattgslater
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Target 1: The guy with 11-15 or 26-30 SPP with preference for blockers.
Target 2: The best guy with 1-5 SPP who has a hard time skilling.
Target 3: The guy with 1-5 SPP.
Target 4: The guy you want to see go up.
Target 5: A blocker or big guy.
Biggest winner: Orcs. That's what I think. They've got precisely 4 guys who have a hard time scoring: a nice, controllable number. Even then, they've got the most quality selections open: Longbeards already start with the best skill; after one improvement, a BOB with Block is to a Longbeard with Guard as ST4 is to ST3 and Guard, which is to say, better. Necro would also do well with these rules, as a couple skills on FGs and WWs makes them very gnarly, and Zombies are solid targets-of-opportunity for MVPs.
Target 2: The best guy with 1-5 SPP who has a hard time skilling.
Target 3: The guy with 1-5 SPP.
Target 4: The guy you want to see go up.
Target 5: A blocker or big guy.
Biggest winner: Orcs. That's what I think. They've got precisely 4 guys who have a hard time scoring: a nice, controllable number. Even then, they've got the most quality selections open: Longbeards already start with the best skill; after one improvement, a BOB with Block is to a Longbeard with Guard as ST4 is to ST3 and Guard, which is to say, better. Necro would also do well with these rules, as a couple skills on FGs and WWs makes them very gnarly, and Zombies are solid targets-of-opportunity for MVPs.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Chaos Dwarfs. Get your 6 guarders up and running fast while you focus on scoring with the bulls. Anything a hobgoblin gets is a bonus (no wasting MVPs on them).
And I think it depends on the length of the league and the team who you target. Taking lizardmen into account, I would prefer to raise a saurus or krox to 5 SPP than to skill a skink. A skink is running at 100% efficiency as soon as it's bought, and even if they get better skills, they die enough that you might as well mostly keep them skilling naturally. Saurus and kroxigors need luck to skill up, so set the team up so that you'll skill as soon as you get a little luck. The lizardmen team, if managed with patience, takes a huge benefit from the MVP rule. Skilling skinks with it is just going for the easy quick payoff IMO, and it won't lead to as strong of a team in the long run.
And I think it depends on the length of the league and the team who you target. Taking lizardmen into account, I would prefer to raise a saurus or krox to 5 SPP than to skill a skink. A skink is running at 100% efficiency as soon as it's bought, and even if they get better skills, they die enough that you might as well mostly keep them skilling naturally. Saurus and kroxigors need luck to skill up, so set the team up so that you'll skill as soon as you get a little luck. The lizardmen team, if managed with patience, takes a huge benefit from the MVP rule. Skilling skinks with it is just going for the easy quick payoff IMO, and it won't lead to as strong of a team in the long run.
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Not the way I play. A Side Step skink is well-rounded and survives well, because it's a pain that doesn't get blocked unless there's no choice (at least in my leagues). Plus, with SS, you need only 2 sauruses to escort a skink (along the sideline), instead of 3 or 4, allowing me to make a lot more blocks with sauruses, allowing them to get skills faster.Decker_cky wrote:A skink is running at 100% efficiency as soon as it's bought, and even if they get better skills, they die enough that you might as well mostly keep them skilling naturally.
Sauruses, on the other hand, need no skills to survive and be useful. You can compensate for no BT (keep them in pairs and keep one pair our of combat) and every other skill is just making a good thing better.
IMO, it's much easier to win a game with 6 SS skinks than 6 BT sauruses.
(End thread hijacking.)
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