Starting 1M Rosters for CRP

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Jimmy Fantastic
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Re: Starting 1M Rosters for CRP

Post by Jimmy Fantastic »

I much prefer the clear concise limited version.
I would keep one list as the "optimal" builds with just one or two for each race then make a second post with alternates on with comments so that you can keep the useability but still have a range of builds.

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Re: Starting 1M Rosters for CRP

Post by Digger Goreman »

Having run the one golem (little big man) and found it to be crap, would suggest ditching it in favor of

5x Zombies; 2x Wights; 2x Golems; 2x Werewolves. 980k. 2 Rerolls.

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Re: Starting 1M Rosters for CRP

Post by Sandwich »

Goblins:
2 trolls, pogoer, fanatic, looney, bomber, 7 goblins, 3 rerolls.
Comes in at 900k which should give you 2 bribes against a 1m starting team... probably the strongest league roster.

For tournaments: I was well-served at NAFC (1.1m build) by 2 trolls, chainsaw, fanatic, Fungus the Loon, 9 goblins, 3 rerolls, 3 bribes. Gives you a good base of players, and enough bribes to keep weapons on for a couple of drives.

Ogres:
I like to start my 6-ogre build with 5 snots and an apo... it means you'll be light on players very quickly, but you don't want an ogre dying in game 1 (not that an apo is ever going to stop it...). Journeysnots are as good as normal ones, so you spend money on rerolls until you've got 2 or 3 before bulk-buying a bunch of reserves/replacements in one go...

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Re: Starting 1M Rosters for CRP

Post by someone2040 »

As an alternative to the Human roster with Ogre:
Ogre, 4 Blitzers, Thrower, 5 Linemen, 3 Re-Rolls, 30k Treasury

Basically minus one catcher, add back the Linemen with a bit more treasury.

That's the roster I started off with. I feel a single catcher is too much of a target (and is just going to be bullied by anyone who has tackle). The entire team is now strength 3 and armour 8 (or above in the case of the Ogre).

Just some food for thought. I suppose the single catcher though does give you a slightly faster option than the Blitzers when you need to score/assist.

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JaM
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Re: Starting 1M Rosters for CRP

Post by JaM »

+1 to that human roster.
Humans are quite capable of playing without catchers. Develop the base, sprinkle catchers to taste later when you can protect them and reliably throw them a ball. Or hold that ball until you can shoot that gap you created.

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Re: Starting 1M Rosters for CRP

Post by mattgslater »

Humans
4 Blitzers, 7 Linemen, 3 Re-Rolls: 860k, leaves 14 points.
Thrower/Catcher: 2
RR/reserve/Apo: 5
Ogre: 9

So… Ogre, 4 Blitzers, 7 Linemen, 3 Re-Rolls? I've run that on tabletop but not on FUMBBL.

See, I think what this thread is boiling down to is:
a) Take all or almost all the key position players that you KNOW you want.
b) Try to get 3 re-rolls, but settle for 2 if you have to. Some teams can have 4 re-rolls, like Vampires, Slann, and rookie Chaos Pact.
c) Don't leave much cash on the table unless you're planning on picking inducements, with a "cheap" team race.
d) Generally stay away from silly/risky positionals like Minotaurs and Assassins.

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Re: Starting 1M Rosters for CRP

Post by Smeborg »

someone2040 wrote:As an alternative to the Human roster with Ogre:
Ogre, 4 Blitzers, Thrower, 5 Linemen, 3 Re-Rolls, 30k Treasury

Basically minus one catcher, add back the Linemen with a bit more treasury.

That's the roster I started off with. I feel a single catcher is too much of a target (and is just going to be bullied by anyone who has tackle). The entire team is now strength 3 and armour 8 (or above in the case of the Ogre).

Just some food for thought. I suppose the single catcher though does give you a slightly faster option than the Blitzers when you need to score/assist.
A single Catcher on the Human team also gives you a viable one-turn-score option (I'm not saying I necessarily recommend the starting roster, though).

Hope that helps.

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Re: Starting 1M Rosters for CRP

Post by JaM »

Well I'd field a thrower (or 2) on that human team, of course. Also ran it on TT, worked okay.

Catchers were added later, when some players did have skills and the catcher(s) could be protected.


I am not saying it may be the preferred roster for a real beginner, but it IS a playable option. Just like the 'no line orcs, just goblins' orc roster. :)

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Re: Starting 1M Rosters for CRP

Post by sann0638 »

Would be nice to have this stickied? Finding it very useful!

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Re: Starting 1M Rosters for CRP

Post by Merrick »

sann0638 wrote:Would be nice to have this stickied? Finding it very useful!
Agreed.

Good resource to check back to.

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Re: Starting 1M Rosters for CRP

Post by kk »

Any reason why this is not stickied? This kind of basic information should be easy to find.

Also I'd sticky this thread about starting skills... at least until someone makes a new CRP version. There aren't probably that many changes though:
viewtopic.php?f=25&t=24557

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Re: Starting 1M Rosters for CRP

Post by rolo »

Sandwich wrote:Goblins:
2 trolls, pogoer, fanatic, looney, bomber, 7 goblins, 3 rerolls.
Comes in at 900k which should give you 2 bribes against a 1m starting team... probably the strongest league roster.
My favorite Goblin 1000k lineup is:
2 trolls, fantatic (aka Ball&Chain), loony (aka Chainsaw), 11 goblins, 3 rerolls.
Comes in at 950k. That should get you a bribe in your first game. You could spend that 50k on an apothecary, but I think the bribe and extra cash will serve you better until you have someone worth saving.

I think Goblins need a lot of reserves (the players are weak and will be KO/Cas, and should be fouling so some will get caught). Having three weapons is too many, even with bribes that's three players who you know are going to be gone for much of the game. The bomber is the weak link so he's out.

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