Tournament strategy: 1M + Star Players, 4 rounds + final

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JeffB
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Tournament strategy: 1M + Star Players, 4 rounds + final

Post by JeffB »

I've been looking for some help with an upcoming tournament. Never played tournament before. The rules are the same as this year's Blood Bowl (1M gp, can use star players at full cost, etc. - see http://www.secfi.org/concarolinas/Tourney%20Rules.pdf).

I'm thinking either Orcs (with Varag) or Amazons, since those are my two painted teams. Nothing like limiting yourself. :) I might be able to borrow a Dwarf team if they work better. Here's what I'm considering:

ORCS OF THE CARIBBEAN
1 Varag (160K)
4 Blitzers (320K)
2 Throwers (140K)
3 Lineorc (150K)
1 Goblin (40K)
3 Rerolls (180K)
1 FF (10K)

I'm not sure what skill I give to what player after each round. Maybe catch for a goblin after round 1? Block for my throwers? Block for my line?

I'm also unsure how well an orc team will work given that first tiebreaker is TDs. Any thoughts?

I could go Amazons or play my painted 'zon team as humans.

Any and all input (particularly from anyone who saw what worked at BB2003) appreciated.

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Zombie
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Post by Zombie »

I think i'd trade those 3 line-rocs for gobbos (like someone else said, they're worth a lot more at 100TR), and use the saved money to trade a RR for a BOB, bringing you up to 12 players.

I'd also start with more BOBs and fewer blitzers, since you can easily give block to a BOB after each game.

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DoubleSkulls
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Post by DoubleSkulls »

To the Blood Bowl I took (IIRC)

1 Ogre
1 Varag
3 Blitzers
1 Thrower
2 Goblins
4 line orcs
2 TRR
1 FF

It worked pretty well - playing long slow drives and grinding results out against my opponents. I finished top Orc in 18th :D having won 4 of my 6 games.

Skills were Ogre Block, Line Orc DP, Blitzer Tackle x 2, Blitzer Guard.

Generally Varag is used as the safety/blitzer while the Ogre & blitzers handle the LOS. Goblins provide additional annoyance factor, plus the threat of the TTM. The Ogre is given responsibility for taking out opposition players.

Weaknesses are 1 thrower - means he's a bit of a target, no apoth - really hurts if you lose critical players, low FF - could cost a game, but if you play good clock control there are only 2/3 KO in the game anyway.

The one thing I struggled with is Undead teams fielding 2 Piling On mummies and Luthor, or human teams with 2 of Griff/Luthor/Zug.

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Ian 'Double Skulls' Williams
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