sunnyside wrote:I've heard that Amazons and Undead fall off later on. Amazons in particular seem to have a glaring weakness against Dwarfy types. I used to think Undead were about the best, but I've been hearing that they have serious trouble in perpetual leagues long term. Maybe because their star SPP earners are AV7 and don't have regenertion or an apotacary backing them?
I've definitely run into this with Undead. Amazons, not so much, except the bit about Dwarfs. Amazons do suffer a fair amount of attrition, but they can plug in rookies pretty fluidly, and they can spread the SPP love, so everybody peaks on schedule. For Undead, they have about the same hazard as any team that tends to concentrate SPP on soft players: if the hard-to-build guys don't bulk up, the team is subject to sudden reversals if more than one key Ghoul/Wight goes down. Wights are tough-ish, and Ghouls build fast, so even losing the best one isn't that big a killer. But losing a couple of them, that matters quite a lot. (The same is true of Dwarfs; it's just not so apparent because they're tougher and their blockers skill faster, but if you've ever had to run just one each Runner and Blitzer, you know what I mean). Generally, when I see an Undead team that's competitive in the postseason, it's one that's got a couple Guard Zombies or Block Mummies, maybe with an AG4 Wight, and/or a +ST player, or something like that. Those kinds of improvements stick around. Zombies peak out after one roll, but there are two good skills on the track, and they seldom make it to 31 without +ST or something, so their access problems aren't all that scary.
I'd imagine Norse are kind of like that too. I've only played one season with them, while I was also running High Elves, and really, Block/Fend is no +AV/SS. Except for your Kicker, your Dirty Player, and maybe one hunter-type or backup winger, your Norse linemen start at peak value without a doubles or +Stat. With their low value, +AV is neutral, and the same for +MA with 0-2 MA7 players on the team. Fend and Tackle are just better than inducement-value; everything else is either redundant (Dauntless, Frenzy) or suboptimal (Strip Ball, Pro) or some combination of the two (Sure Hands, Wrestle); it's not that there's no place for those, but they're not like the options open to elves and orcs/dwarfs. Even the Hobgoblin has it better: without Block to start, he's got one skill to take before the dilemma kicks in, and without a dedicated passer and on a team that has 9 other positionals that you'd actually want to field all at once, including
good speedbumps as dedicated linefodder (best linefodder in the game; anything better, like a BOB or Saurus, isn't really 'fodder'). You may build one Lino as a retriever type, but since Pass and P access pull their weight, I tend to use a Thrower this way.
Norse are an AV7 team, without the AG to build free formations. They take damage, they need their linefodder, and they need the linefodder to stay on track. But there is no "track," because they need doubles or 11 within 16 SPP to justify their cost, and there's no major value jump at 6SPP. The odds of that are 1-[(7/9)^2], or 32/81 ≈ 40%. So 60% of your non-Kick linemen fall into diminishing returns at 16 SPP. The positionals all have nice tracks open, but the ST3 guys are AV7 SPP hogs on a team with a high peak value that takes a lot of damage, and that's never a happy mix.
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.