TR100 Norse Tournament Roster

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Which roster is the best?

Roster A (max. passing)
2
12%
Roster B (max. blitzers)
7
41%
Roster C (max. RRs)
5
29%
Roster D (max. players)
3
18%
 
Total votes: 17

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TR100 Norse Tournament Roster

Post by Tim »

Hmm, just can't decide, so i thought i get some opinions.

Must:
1 Ogre (although not the best idea, i like the model and the defensive ancor in the middle of the pitch)
Low FF (Don't believe in high FF in torunaments)

Alternatives:

Code: Select all

A (max. passing):  1 Ogre, 3 Blitzer, 2 Catcher, 2 Thrower, 3 Line, Apo, 2RR, 1FF 
B (max. blitzers): 1 Ogre, 4 Blitzer, 2 Catcher, 4 Line, Apo, 2RR, 1FF
C (max. RRs):      1 Ogre, 2 Blitzer, 2 Catcher, 1 Thrower, 4 Line, Apo, 3 RR, 1FF
D (max. players):  1 Ogre, 2 Blitzer, 2 Catcher, 1 Thrower, 5 Line, Apo, 2 RR, 2FF

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Post by kadu-c »

There's a mistake on your roster C. Do you really want to field only 10 players ? :wink:
I don't know Norse (the race of course...) very well, but I suppose it is quite the same with Zons on that point: you're crazy to take only 11 players !!! :D

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Re: TR100 Norse Tournament Roster

Post by Tim »

Thx Kadu-c, there's a mistake, but can't edit orginal post:

Code: Select all

C (max. RRs):      1 Ogre, 2 Blitzer, 2 Catcher, 1 Thrower, 5 Line, Apo, 3 RR, 1FF
D (max. players):  1 Ogre, 2 Blitzer, 2 Catcher, 1 Thrower, 6 Line, Apo, 2 RR, 2FF

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Post by DoubleSkulls »

I'm not a big fan of apoths in tournaments, so I'd take C, but take an extra lineman over the apoth.

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Post by Tim »

ianwilliams wrote:I'm not a big fan of apoths in tournaments, so I'd take C, but take an extra lineman over the apoth.
Why that? If you reserve it for Ogre or on of 3 Blitzers in the first half, he actually gives you an 12th player at 97,5k+ * 5/6, so his value is about 81k, but you only pay 50k. Only advantage of a 12th lineman is that he can be sent off on a foul where the apo can not help. I'd consider it on a high AV team, but Norse always have casulties (and if not you'll win anyway!).

Plus, an Apo can help you scoring the deciding touchdown if a player in scoring position gets stunned or KOed.

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Post by DoubleSkulls »

Probably because my only tournament where I've taken an apoth he failed 4/5...

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Post by Gus »

don't take no BG, take 4 blitzers, 1 thrower, 2 catchers, complete with linemen (11 should be enough, so what if you get once or twice ejected ?), 5 FF and 3 RR (those you should only need to handle the ball).

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Post by Tim »

The Ogre is a must (see above). I don't see much benefit in a 5FF and 11 players without apo is no good idea imo ...

Well, i'm still looking for more input ...

Right now i'm leaning towards roster E (variant of roster A):

Code: Select all

1 Ogre, 3 Blitzers, 2 Catchers, 1 Thrower, 4 Linemen, Apo, 2RR, 3 FF.
I'm still not happy with the 2RR idea but 3 Blitzers, 1 Ogre and 3 RRs and Apo just don't fit, unless you go (Roster F):

Code: Select all

1 Ogre, 3 Blitzers, 1 Catcher, 6 Linemen, Apo, 3RR, 1 FF.
Hmm ... that could work as well ... all about attrition then, so Skill choices would go like: Dodge Catcher, DP Lineman, Block Ogre, Mighty Blow Blitzer, Mighty Blow Blitzer. However, if the catcher is injured, i'm in trouble.

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Post by DoubleSkulls »

Without the thrower you are pretty much reliant on a running game too. That means your lack of depth is more likely to hurt as a couple of KOs/cas against you and you'll lack the numbers to make a hole.

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Post by Tim »

That's true, Ian. Hmm ...

Well, the passing game with AG3 players and no backup skills (accurate, etc.) is always the second option for me (league play is much different there). In tournaments, i like to avoid risks and thus prefer the running game as my primary option. It also often happens that when i decide to pull the second option pass play, the ball is not on the thrower anymore.

A lineman with a RR passes the ball just as good as a thrower. However, if you need to RR the pass, the Lineman suddenly costs 40k more than the thrower. With the chance of 2/6 that you need the RR, the cost evens up again. So if you quick pass once a half, the lineman is still the better option. For longer passes, the thrower is better, as his RR is cheaper.

Arg, my head hurts.

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Post by Cooper »

I like your calculating btw, it's good to see i am not the only one calculating every single thing in the game.
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Post by joker »

he's NAF not n°1 for nothing 8)

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Post by grotemuis »

I would ditch throwers alltogether. do a running game, with deep catchers who you can hand off to.

so in this mind
1 ogre
2 blitzers
2 catchers
7 lineman

3 RR and FF 3

you can always get an apo instead of a lino

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Post by Dangerous Dave »

I voted a however....

none of the rosteers work for me... I would take

3 blitzers
1 Ogre
2 Catchers
1 Thrower
5 linos
2 RR
3FF

So no apoth but 12 players. Why? well apoth can fail and the apoth cannot replace a sent off lino.... you are going to foul aren't you?

Also 3 blitzers are a must IMO - 1 for each sideline and 1 as a sweeper on Defence.

Passing is only to be used when urgent - hence 1 thrower.


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Post by kadu-c »

Hmmm...
Play Amazons instead: no Big Guy, cheap rerolls... --> no complain ! :wink:
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