4th Skill for really lucky Norse Runner and 3rd for Yehtee
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4th Skill for really lucky Norse Runner and 3rd for Yehtee
Its a MM Naggaroth open Norse team. 2 RR
2 Unskilled Norse Werewolf
2 Berserkers MB, one with PO
6 Linemen 1 Tackle, 1 Dp, (1 kick just died)
Runner:
+ST, +AG, Dodge, rolled a double for 4th skill. I was pretty sure id take sure hands one a non-double, but what now? Guard, Pass/Accurate (whos going to catch it), leader? Im still leaning towards sure hands since hes my main ballcarrier
Yehtee:
MB, Block, non-double for 3rd skill. Guard is the sensible choice, but im really considering PO since people tend to run away from him and hes more of a smasher than a supporter, but then again not having guard sucks
Team Development:
Im really considering firering the 2 werewolves and the 2 berskerkers since a 10 linemen with the yehtee and runner mentioned above will be a really really competetive squad at TRf120.
The Berserksers and werewolf add alot of fun and flavor (and potential guard) but im not sure guard is needed with those 2 players at TR120. Also my 2 star players will be alot safer at that rating.
Id love to hear feedback both og the skills and on the team develpoment
Regards
Anton
2 Unskilled Norse Werewolf
2 Berserkers MB, one with PO
6 Linemen 1 Tackle, 1 Dp, (1 kick just died)
Runner:
+ST, +AG, Dodge, rolled a double for 4th skill. I was pretty sure id take sure hands one a non-double, but what now? Guard, Pass/Accurate (whos going to catch it), leader? Im still leaning towards sure hands since hes my main ballcarrier
Yehtee:
MB, Block, non-double for 3rd skill. Guard is the sensible choice, but im really considering PO since people tend to run away from him and hes more of a smasher than a supporter, but then again not having guard sucks
Team Development:
Im really considering firering the 2 werewolves and the 2 berskerkers since a 10 linemen with the yehtee and runner mentioned above will be a really really competetive squad at TRf120.
The Berserksers and werewolf add alot of fun and flavor (and potential guard) but im not sure guard is needed with those 2 players at TR120. Also my 2 star players will be alot safer at that rating.
Id love to hear feedback both og the skills and on the team develpoment
Regards
Anton
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
Hmm tough choices. I'd be inclinded to take MB on the runner. But that's just me. str4 blodge gaurd is great too. With ag access SS would make him a royal pain.
Gaurd on the yeti sound pretty good. Frenzy into a cage then touch the outer players for many 2 d you choose. I don't think I would want to lay him prone being WA ut PO does make a lot of sense.
Wolves needs skills asap. Atleast block. Hurts me to think you would fire the players but tv matters.
Gaurd on the yeti sound pretty good. Frenzy into a cage then touch the outer players for many 2 d you choose. I don't think I would want to lay him prone being WA ut PO does make a lot of sense.
Wolves needs skills asap. Atleast block. Hurts me to think you would fire the players but tv matters.
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- mattgslater
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
Berserkers are potentially good, but in a TV-matching format they're very optional. Same with the Snow Troll. Ulfs with Block are awesome, but not the most TV-efficient. However, given your lack of Guard, the ST4 could be well worth it.
Guard for the Runner. Help keep guys off him when he gets doubled.
Guard for the Runner. Help keep guys off him when he gets doubled.
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- Jimmy Fantastic
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
The 3 last skills for your runner would be Surehands SS Fend, I don't think a double beats these, but seeing as you are focused on TV efficiency you could take leader as the double and get rid of a reroll.
Pomb berserkers are pretty good for their TV actually and can get guard too, but ulfs are bloaters.
Pomb berserkers are pretty good for their TV actually and can get guard too, but ulfs are bloaters.
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- Drool_bucket
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
I'd take Grab on the Runner, sounds kinda funny but let's him put a guy closer to a sideline and then the Blitzers/Ulfs/Snow Troll can just shove him off the pitch...
I like Standfirm on the Snow Troll, let's him safely patrol the sidelines if needed, especially if you're not playing with Ulfs and your Blitzers are constantly Piling On.
Guard is never a bad choice for Norse, however, and putting it on every piece that can get it, doubled up Runners and normal skill'd Blitzers, Ulfs and SnTrolls can appear boring, but efficient.
I like Standfirm on the Snow Troll, let's him safely patrol the sidelines if needed, especially if you're not playing with Ulfs and your Blitzers are constantly Piling On.
Guard is never a bad choice for Norse, however, and putting it on every piece that can get it, doubled up Runners and normal skill'd Blitzers, Ulfs and SnTrolls can appear boring, but efficient.
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
This.Jimmy Fantastic wrote:The 3 last skills for your runner would be Surehands SS Fend, I don't think a double beats these, but seeing as you are focused on TV efficiency you could take leader as the double and get rid of a reroll.
Pomb berserkers are pretty good for their TV actually and can get guard too, but ulfs are bloaters.
+ guard on the snowtroll. Take multiple block (YES, multiple block) on the 4th skill. Dont ever take piling on on a block-Snow troll. He will be wasting half his games off position due to WA if you do.
Multi is great as it forces your opponent to rethink his line, or let you take 2 multiblock claw mb hits on the starts of halfs. This is especially brutal against av9 teams.
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- DoubleSkulls
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
With the snow troll I'd be tempted by Stand Firm to help keep him in the action. Guard is also good. Multiple Block is tempting, but since you can't get grab it means he's likely to end up without anyone to hit.
The runner... I'd probably take Guard. You can never have too much and it will really help clear the TZ off him when he's marked up.
The runner... I'd probably take Guard. You can never have too much and it will really help clear the TZ off him when he's marked up.
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Ian 'Double Skulls' Williams
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
QFT.Jimmy Fantastic wrote:The 3 last skills for your runner would be Surehands SS Fend, I don't think a double beats these, but seeing as you are focused on TV efficiency you could take leader as the double and get rid of a reroll.
Pomb berserkers are pretty good for their TV actually and can get guard too, but ulfs are bloaters.
Im gonna take Surehands, SS, Fend unless i ger some silly statincrease. Seem like the most sane thing to do. Gonna go with guard on the Y.
Im gonna cut 1 Berserker and 2 wolves and keep the Pomb one. Gonna give him tacle next since the team really struggles against blodgers
Thanks for all the advice
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
Fun Fact:
Skill suggested by the game itself: Pass Block
Skill suggested by the game itself: Pass Block
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Re: 4th Skill for really lucky Norse Runner and 3rd for Yeht
Get Juggernaut with the Runner. Makes him a real runner, a train (dauntless, juggernaut, ST4)
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