Norse guide: On Rampage

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purdindas
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Re: Norse guide: On Rampage

Post by purdindas »

Frenzy pieces cannot learn grab, unfortunately ;)

I'd say give the snow troll jugger and the Ulf's block.

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Re: Norse guide: On Rampage

Post by sunnyside »

If you want to improve your crowdpush ability I'd look towards break tackle on the ulfs and make sure you have plenty of team re-rolls so you can use it. Some of your opponent's best tools for avoiding crowdpushes (while still using the sidelines) are based around screens, leading with fend/SS/SF players, or having players positioned such that an ulf would have to be crowd pushed themselves if they don't succeed at a dodge. Break tackle makes them reconsider how safe they are.

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Re: Norse guide: On Rampage

Post by Carnis »

Norse arent as easymode to play bashy as with orcs & dwarves. Your AV9 Orcs & Dwarves can freely take hits even when 2-3 players down, norse need to avoid this like the plague. There's a silver lining to this cloud though, you are all but immune to CLAW ;).

It's fairly easy to dominate the playfield vs elves & weaker AV flair teams. And by this I do mean dominate - even 2-0 or 3-0 games when the CAS start accumulating on turn1. In tournaments I'd say Norse are highup there with the best of them, in leagues they are a mediocre Tier1-team slightly above Humans. I try to underline the importance of guard, piling on and MB because those are the skills your opponents have very little means to manouver around. In theory you could face a 11 FEND team, but then you could cancel that with just 1 juggernaut & I haven't yet seem more than 3 fend in any team.

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Re: Norse guide: On Rampage

Post by voyagers_uk »

I suppose the only "problem" I have with this whole guide is the requirement to start with both Ulf's or even with one. I would rather start with the Runners and Beserkers or a mixture of them. The Frenzy without Block is a bit of a nightmare. I would totally take both witch Elves on a starting DE team if I could, however they are AG 4 and will skill up fast.

You could go 5 games before the Ulf's get a skill. Let alone both of them unless you are extremely flukey

The Runners with Dauntless can man-up to any AG4/5 out there and the Beserkers are more likely to survive given Block to accompany frenzy.


As previously stated I am pretty sure I would struggle to take a thrower ever on this team, they are built to run the ball.

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Re: Norse guide: On Rampage

Post by mattgslater »

I've run Norse twice now, I've started both Ulfs both times, and I'm yet to go into Match #4 with any rookie Ulfs. I really don't know why people think they're hard to skill. They chow down on your Re-Roll counters while you're skilling them, but they're MA6, they're not AG1, and they have no anti-skills. It's no harder to get the ball to an Ulf than it is to a Bull Centaur, and you only have to score with him twice to make him a reliable blocker.

OTOH, my Runners, they drop like flies.

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Re: Norse guide: On Rampage

Post by purdindas »

The reason they are hard to skill Matt is that they dont start with block while the rest of the team does. If you play safe (like me) you take all you 2 dice blocks with player with block first. Frenzy without block can be very risky and I would be tempted to leave the Ulf till last. Usually after thats all done ther's nobody left for the Ulfs to hit. If your willing to take a few risks with the Ulfs then they will advance quicker but it's a question of risk/reward.

Next time I start a Norse team I'm going with 2 Ulf's and I fully intend to block with them more often in order to get some casualties even if it means sacrificing safety in the first couple of matches.

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Re: Norse guide: On Rampage

Post by Grumbledook »

hits without block aren't that bad it is only a 1/9 fail rate and less with a reroll

i'm sure you can work out blocks you can leave them at the end of the turn rather than hitting the same player with one of your block guys

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Re: Norse guide: On Rampage

Post by Joemanji »

They are also ST4, which means blocking with them first is often as advantageous as with someone else.

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Re: Norse guide: On Rampage

Post by mattgslater »

2d Frenzy vs. AV8/Block: 20/27 knockdown = 50/243 break ~ 1/5 injury roll ~ 1/30 Cas ~ 1/15 SPP x 12 blocks per game = 0.8 SPP. A TD and a little luck will get there in 3 games. Two TDs will do it in one. That's how I do it: I game to score with an Ulf twice, then twice with the other Ulf. If an Ulf gets an MVP, I block with him as early as my risk-management process deems acceptable.

Once they get Block, I try to put them up on non-Block players. This is one reason early improvements matter so much. Instead of 20/27 knockdown, it's 11/12 with Block/Frenzy/2d against a rookie. Vs. AV8, that's 110/432, or about 1/4 of an injury roll, or 1 SPP/game. Just let them build via Cas and MVPs until they get to 11+SPP: then score with them again!

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Re: Norse guide: On Rampage

Post by sunnyside »

voyagers_uk wrote:I suppose the only "problem" I have with this whole guide is the requirement to start with both Ulf's or even with one. I would rather start with the Runners and Beserkers or a mixture of them. The Frenzy without Block is a bit of a nightmare. I would totally take both witch Elves on a starting DE team if I could, however they are AG 4 and will skill up fast.

You could go 5 games before the Ulf's get a skill. Let alone both of them unless you are extremely flukey

The Runners with Dauntless can man-up to any AG4/5 out there and the Beserkers are more likely to survive given Block to accompany frenzy.


As previously stated I am pretty sure I would struggle to take a thrower ever on this team, they are built to run the ball.
Regarding the Ulf.

New player+STR3+Frenzy+4 minute turn time limit=hilarious fail

And with experienced players you can simply get 2D blocks with Ulfs you couldn't get with a zerker, or you can get them with one fewer assist, and Norse will probably have other spots on the field where they would LOVE getting an assist.

And, I think like some of the others here, I feel that Ulfwerener give the biggest benifit for the SPPs gained, and will agressively distribute the ball to them in early games. Getting runners dodge is nice, and helps with survivability, but it simply doesn't change the game the way ulf skills can.

Though one thing to make sure the new players don't do is go with two ulfs but only two re-rolls.

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Re: Norse guide: On Rampage

Post by Akka »

purdindas wrote:Frenzy pieces cannot learn grab, unfortunately ;)

I'd say give the snow troll jugger and the Ulf's block.
That's how inexperienced I am with Norse :) But considering how irritating Sidesteppers can be, would it be a good idea to get Grab on a double with say a Runner or Lineman?

I really want Throwers on my Norse team. Mostly because I have the miniatures. How would I get the most out of Throwers?

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Re: Norse guide: On Rampage

Post by purdindas »

Have one as a leader. I wouldn't be crazy on the idea of using him as an actual passer of the ball though

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Re: Norse guide: On Rampage

Post by mattgslater »

My response to Norse in his thread on the model he uses for his Avatar. He was complaining that Norse Throwers are extraneous.
mattgslater wrote:Norse Throwers are underrated because they're suboptimal. But they add a really nice dimension to a Norse team on both sides of the ball. Norse can distribute the football to anybody but the Snow Troll, so a Thrower really opens up your offensive options, which accelerates your team's development. No reason you can't make him your centerpiece. Just remember, until you get Sure Hands, just because you declared a Pass doesn't mean you have to throw the ball.

You can even start a Thrower, along with a Snow Troll and 3 TRRs, and have enough left over to pick between a full suite of Runners and Berserkers or a pair of Ulfs and one Runner or Berserker (I favor 2x Ulf, 1x Runner to get a head start on skilling the Ulfs: then, whenever you hire a positional, score with him twice as fast as you can). Beginning the season with him will cause him to stand out quickly. This is an important trait for a heavily-converted model, even if he will eventually be surpassed by your stud receivers and Cas machines.

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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.
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Re: Norse guide: On Rampage

Post by Akka »

OK, so I understand Sure Hands is a must, and Accurate must be a good idea so he can distribute the touchdowns. What other skills should I be looking for with throwers, doubles and all?
My idea was to have agressive skills on all my players, but I don't know what a Thrower could use?

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Re: Norse guide: On Rampage

Post by mattgslater »

Sure Hands-Accurate-Fend works for me.

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.
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