Looking for good Halfling resources/advice

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betterZthenDeaD
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Looking for good Halfling resources/advice

Post by betterZthenDeaD »

In an homage to ShriekBobs fantastic (at last count 75 page!) Nurgle tactics thread I'd like to do the same for Halflings. Here goes...

I've been playing the 'Flings on the Cyanide game and I am seriously thinking about taking them into a league set up. I've read what little I've managed to find on the web and despite it being a bit of an 'oxymoron' what are peoples views on tactics and league starting team builds?

Thanks

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Re: Looking for good Halfling resources/advice

Post by txapo »

http://bbtactics.com/tag/halfling/

if you speak spainsh i can pass you as well a couple of links from our spanish forum!!

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betterZthenDeaD
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Re: Looking for good Halfling resources/advice

Post by betterZthenDeaD »

Lo siento, no hablo español txapo! :wink:

Already read (and re-read!) the bbtactics stuff. Most excellent it is too!

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Re: Looking for good Halfling resources/advice

Post by Digger Goreman »

See if a search on Halflings + Galakstarscraper yields anything as he is a master of flingmanship....

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Re: Looking for good Halfling resources/advice

Post by Wanchor »

Considering the limited variety of inducements available in the Cyanide game, I wouldn't have much faith in a Halfling team, even though the standard inducements are present.

Anyway, as I understand it, the wisdom is thus:

1) Induce Deeproot.
2) Induce the Chef.
3) Induce whatever else. Probably babes.
4) Throw the flings a lot.
5) Don't roll less than three ever.

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Re: Looking for good Halfling resources/advice

Post by Afroman »

Wanchor wrote: 1) Induce Deeproot.
2) Induce the Chef.
3) Induce whatever else. Probably babes.
4) Throw the flings a lot.
5) Don't roll less than three ever.
Actually I think it should be more like:

1) Induce the Chef.
2) Induce Deeproot(if you can afford, other wise Puggy. Both if you can.).
3) Induce whatever else. Probably babes&bribes&cards. In that order
4) Don't be afraid to Throw the flings.
5) Don't roll less than six ever.

1)The best reason as to why the chef is the main inducement is because every RR he snatches is effectively a guaranteed TO waiting to happen for you opponent. And a TO you have a chance to avoid for yourself.

2) Why DeepRoot? is that even necessary to explain? ST7+block says it all.
Why Puggy instead of Willow? Puggy is a great the ball carrier and can dodge into a cage with 3+(with dodge) and blitz the ballcarrier with a ST3 Block. Very useful.
Now, Bertha Bigfist is also good at cage breaking(ST5, BT, Dodge) but has no block(and costs 150k more than Puggy).
Question: If possible, is it worth taking both Deeproot & Morg?
3)A flings chance of getting KO are 18%(A human lino has 7%). That means that almost every fifth armor/injury roll will knock these guys unconscious. Two babes will go long way in negating the long term implications of that.
As long as you have a bribe you can foul once a turn even if you can't get enough assists to make it a sure deal.

4) Remember that everytime you throw a fling it's one less block your tree will do. And unless it is ball related, I would say the block has more chances of success.

5) This is a more generic tip. Goes with all teams. But beware, once you master this one your carrier as a BB-coach will be over since no one will ever play against you.

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Re: Looking for good Halfling resources/advice

Post by Dzerards »

betterZthenDeaD wrote:In an homage to ShriekBobs fantastic (at last count 75 page!) Nurgle tactics thread I'd like to do the same for Halflings. Here goes...
Well, kinda like the 'is Claw overpowered' or T16 fouling threads, most of those 75 pages are two sides telling the other they're wrong!

With only two player types with only one skill category open to each on a normal skill roll, there truly isn't a lot to discuss in all fairness. Maybe double skills on 'Flings? That said there is no reason not to have heaps of fun with them.

All trees will probably be built the same way. You start with 4 of the 10 strength skill and it's unlikely you'll take Piling On with Juggernaut, Break Tackle possibly late skills, so Grab, Guard, Multi-Block; Block on doubles and +MA the only stat boost probably. I'm probably doing Break Tackle a disservice as AG 7 Dodging is nigh on unstoppable!

All 'Flings will be Side-Step, with a mix of Diving Tackle, Sure Feet, and that's it. Maybe Sneaky Git? Catch, Sprint and Sure Feet for a deadicated TTM one turner? Take all Stat increases, and for Doubles it's a toss up for me between Dirty Player and Block. Hail Mary Pass can be fun but guard feels like a death sentence.

'Flings can be very competitive early on against teams without a lot of skills. Dwarf and Chaos Dwarf will be very hard because of Block/Tackle, AV9 and Thick Skull. Norse, Amazon, Human, Orc and Dark Elves are hard cause of their starting Block (4 or more). Teams without any starting Block are easiest usually. Always receive, always block with 3 dice with the trees, always gang foul from the kick-off. Puggy is a Legend (he's like a mini wardancer). Nab him off eBay as soon as. Apothecaries are for poofs. What else is there?

Inducements are probably your most fertile ground for discussion. I think 400k is the agreed target for most match ups to get Deeproot + chef. However, if you only have say between 300-390k to spend in inducements, do you always take Deeproot or Chef, Puggy, Babe?

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Re: Looking for good Halfling resources/advice

Post by Jimmy Fantastic »

Always take chef, SG first skill on everyone and FOUL!!!

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Re: Looking for good Halfling resources/advice

Post by Scally09 »

One thing I've been commented on doing with 'flings is not being afraid of the dodges. I really try to get the most out of the Stunty dodges, go through 3 or 4 TZ's and don't stop once you've used the dodge skill Re-Roll!

Also, this might be a no-brainer but it's surprising how many people don't, move the Tree to the 'fling to throw, especially Deeproot as he has no Take Root, even if the 'fling is 4 squares away the reward outweighs the risk. If the Tree goes to the 'fling then the 'fling can still take an action once he lands.

Thats about all I have so far. I think I'm starting to get somewhere with Halflings though, I've played maybe 12 - 15 games with them so far, so hopefully after another dozen games I'll have more of a clue.

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Re: Looking for good Halfling resources/advice

Post by betterZthenDeaD »

Scally09 wrote:Also, this might be a no-brainer but it's surprising how many people don't, move the Tree to the 'fling to throw, especially Deeproot as he has no Take Root, even if the 'fling is 4 squares away the reward outweighs the risk. If the Tree goes to the 'fling then the 'fling can still take an action once he lands.
Amen to that! Loving the old 'run and chuck'. :orc:

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Re: Looking for good Halfling resources/advice

Post by Smeborg »

What is the better first skill on 'Flings: Sidestep or Sure Feet?

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Re: Looking for good Halfling resources/advice

Post by mattgslater »

Both are good. Sidestep keeps guys alive longer....

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Re: Looking for good Halfling resources/advice

Post by Afroman »

mattgslater wrote:Both are good. Sidestep keeps guys alive longer....
Actually, I would like you to explain that. I know sidestep is a good skill on flings but for keeping them alive? How? It doesn't affect blocking in anyway.

aaah, are we talking about chainblocks maybe? That would make sense...

Anyway, doubles on fling.
Dirty Player, Kick,Sure Hands, HailMaryPass, and block. Pretty much in that order. Of course , if you are one of those peoples that rolls doubles every second roll, go block on everything. Otherwise you will get more from the other skills.

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Re: Looking for good Halfling resources/advice

Post by Alu-Cinator »

Afroman wrote: Dirty Player, Kick,Sure Hands, HailMaryPass, and block. Pretty much in that order.
In my opinion, the important point is here: in what order choose the first three halflings doubles?


Hail Mary Pass, Kick, Dirty Player seems to be the most appropriate order, at least in my case because I practice a very defensive-oriented style.

For a more offensive style of play, perhaps: Kick, Hail Mary Pass, Dirty Player

And for a very aggressive coach, perhaps: Dirty Player, Kick, Hail Mary Pass

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Re: Looking for good Halfling resources/advice

Post by Afroman »

Alu-Cinator wrote:And for a very aggressive coach, perhaps: Dirty Player, Kick, Hail Mary Pass
"A very agressive halfling coach" hmm, isn't that an Oxymoron? :P

Anyway, the reason I don't go HMP on my first double is that its hard to actually use it succesfully. It's way easy to counter.
A decent coach always has a guy behind on their half ready to pick any flying fling. If you don't already have a player(or two) in place you will effectively hand him the ball.

Since you cannot TTM and HMP in the same turn, the opp has time to mark every single fling that goes over to their half before you have a chance to use HMP.

Still there are moments when the HMP saves the day, like when the opp loses the ball near your EZ and you can just send it to kingdom come on 2+.

Dirty player on the other hand scares people. Everytime a DP player fouls the opp holds its breath. And of course, it removes people from the pitch witch Flings need desperately. Very easy to use, and always useful.

Sure hand may seem redundant since a fling coach already should have RRs to use. But when attempting the infamous OTTD(not to be confused with Open TTD) you need every RR you can get. Ideally you want a fling with sure hand to pick up the ball and another one with catch and sure feet to fly and score. That way the RR will be available for the pass and the landing.

PS: surely we can top 75 pages ? Let's just find something on which we strongly disagree!

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