Halfling Playbook

Contains old topics long since discussed. Now here purely for reading, not for posting to.

Moderator: TFF Mods

User avatar
BullBear
Star Player
Star Player
Posts: 563
Joined: Sun Jun 30, 2002 4:25 pm
Location: Austin, TX
Contact:

Halfling Playbook

Post by BullBear »

Anyone have a copy of the recent BB Mag that has the Halfling Playbook?
I'd love to get scans if possible!
Thanks

Reason: ''
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Re: Halfling Playbook

Post by GalakStarscraper »

BullBear wrote:Anyone have a copy of the recent BB Mag that has the Halfling Playbook?
I'd love to get scans if possible!
Thanks
You don't want it ... TRUST ME!

The author wrote the playbook based almost entirely on 3rd edition rules instead of the LRB 2.0. The editor of BB Mag didn't catch this so its been printed now twice (as it was reprinted in the Annual) with pretty useless information.

I'm being honest .... I've been playing Stunty teams now for 3 years almost exclusively and the article is crap. Save your money and/or download time.

Galak

Reason: ''
User avatar
mikeyc222
Star Player
Star Player
Posts: 751
Joined: Thu Jan 16, 2003 1:49 pm
Location: Austin, TX
Contact:

Post by mikeyc222 »

jeff, if you still want to see it after galak's reply then remind me because i will have it with me tonight.

Reason: ''
Don't take life too seriously, you'll never get out alive.

Image

Image
Robotorz
Star Player
Star Player
Posts: 603
Joined: Sun Mar 30, 2003 9:11 pm
Location: C8P

Post by Robotorz »

The autor talks about hiring Deeproot and talks about that he rather has one Starplayer than 2 rookie big guys and bla bla.
Its realy not worth time looking for it, sadly!

Reason: ''
I hope you all enjoyed the crispy version of me.
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Post by GalakStarscraper »

Bullbear asked me if I could work on a Halfling playbook via PM to assist since the one in BB Mag and the Annual was crap. I wish to go on record that I understand that the author is a very good fling coach with a solid record in his league. But that was with 3rd edition rules ... Flings are now a whole new ball game so anyone trying to play Flings using his article will find it no very helpful at all.

So here goes:

The following assumes you are using LRB 4.0 rules (which means)
1) Free Master Chef with 20k extra ingredients
2) On Pitch Take Root

All 3 of these things will get voted on by the BBRC this year .. the outcome of those votes will dramatically change the team building tactics.

For now I'm basing this playbook on all 3 getting voted in as these are the rule set that the BBRC has the MBBL using right now.

Starting team assuming the above:
2 Trees
Deeproot Strongbranch freebooted
12 Flings
3 Rerolls
9 FF
60k in the bank

Use the 60k to buy extra ingredients to bleed your opponent dry of rerolls for your first game.

After your first game, hopefully you'll have 120k. If you do, buy an Apothecary and a Fling ... leaving 40k for more ingredients your next game. ... Your TR will be below 100 so you'll get another +1 to your gold. If you survive your 2nd game and get 70k in winnings (not difficult with a decent gate) ... buy your 14th fling. Then try to keep 40k around after each game to buy ingredients ... as you get 120k, buy a 4th reroll.

Also ... yes I advote starting TR 100 Halfling teams to freeboot Deeproot for their first game to help jump start the team. Its a nice way to pick up an extra 10k for the win, the casualties he'll hopefully cause will get you a +1 to your FF also ... also by being able to field all 3 Trees on the LOS with no Flings on the LOS for the game helps keep your casualties very light for that opening match. I'm 5 wins - 1 tie - 1 loss in my life with an LRB 2.0 TR 100 Halfling team with Deeproot facing another TR 100 team.

If you can while playing this team, try to always leave 40k around for ingredients each game to suck out your opponent's rerolls and increase your own.

My rules for money ... always fill out your squad with your cash up to 15 players FIRST. You need to have 15 players each game if at all possible. After that you can think about your other options at the end of game.

When to retire players:
Any Stat decrease other than AV.
A 2nd niggling injury
A niggle injury suffered before reaching 6 SPPs.

Skills to take: Your 4 best friends are Diving Tackle, Sure Feet, Side Step, and Catch. With teams I focus on getting 6 Diving Tackle Flings. Once I have 2 Flings with Diving Tackle I start using this Defense against teams without Frenzy: Fling Defense
Against teams with Frenzy ... move the wide zone player closest to the LOS one square closer to the center of the pitch. This prevents a frenzy blitz taking any wide zone player off the pitch. Fling Defense - Frenzy

Then get Diving Tackle on 8 and 9 first, and then 6 and 7. This defense is weak against a Quick Snap ... but its a risk I take for the benefit of positioning of the TZs (better use of the Diving Tackle and a way to prevent super team up on the Trees). Don't have more than 6 DT players on your team. Your team needs some Sure Feet to get placement and scorers. If find yourself getting out of position, develop the first 4 Diving Tackle players only ... then get 4 with Sure Feet, and then work on filling out your remaining 2 Diving Tackle players. Side Step and Catch mix up for skills. Your Diving Tackle players should grab Side Step for skill 2 and your Sure Feet players should grab Catch as their 2nd skill. Note on Catch: I really don't recommend trying many if any normal passing plays with 'Flings, but the Hand Offs are critical to TTM plays and Catch gives your Sure Feet players that are your best candicates for the toss a nice extra to save you the reroll for the turn for the Landing.
Side note: +1 ST players should be Side Step as their first skill then Diving Tackle OR Sure Feet (depending on your playstyle and team needs). +1 AG and +1 MA should be Sure Feet, Catch, Side Step.

Doubles ... use to get in this order:
Kick then 2 Sure Hands players then 2 Dirty Players THEN pick up Block. The exceptions .... Sure Hands on +1 MA, Jump Up on +1 AG, Block on +1 ST. NOTE: I know some coaches who swear that you should only spend doubles for Flings on Dirty Player and foul with a DP Fling EVERY time a Tree knocks someone down ... I prefer a more robust team personally ... but I've seen the strategy work very well for at least one coach.
Never turn down ANY stat increase on a Fling.

The Trees ...
Normal rolls: Break Tackle, Guard, then Multiple Block
Doubles ... depends on your style. I recommend ALWAYS getting Pro first as it helps with Take Root, Standing Up, Blocking, and TTM. After Pro ... grab Pass if you are a big Fling thrower ... if not take Block.
Turn down +1 AG on Trees in favor of a normal skill ... take MA and ST upgrades.

For offense with the Trees ... set up the Treeman for 3 dice blocks if you can ... also try to have one player start next to each Tree not on the LOS that they can throw if the defense is set up weak against a possible TTM play.

On offense with the Flings ... no matter HOW tempting or game vital you think it is ... never ever reroll a PUSH result from a block with a Fling unless its like turn 7 of the 2nd half, will prevent the winning TD from scoring, and you don't really care if the Fling dies. There is a 1 in 4 chance EVERY time a Fling gets knocked down of him getting KO'd or worse (if the opponent has Mighty Blow, Claw, or RSC the odds are really scary). Do NOT do your opponents job for him especially with your own rerolls.

NEVER get attached to Flings. The only Fling you are to ever apothecary (unless its turn 8 of the 2nd half) is one with 31 or more SPPs or with a +1 ST or +1 AG increase. Otherwise you've probably wasted your apothecary and then your good Fling players or a Tree will get killed within 2 turns, I pretty much promise this. If your +1 MA or 2 skill Fling dies .... well it was nice knowing him. Have the Trees Avenge his death (they seem to do well in avenge mode).

ALWAYS try to give your Trees one assist for any block they make against an ST 3 player ... that's 3 dice for the block. Make sure you think about the push. Do not end up with the assisting Fling being in your opponent's TZ if you roll a push. If this is impossible, just take the 2 dice block.

Once you have 6 Assistant Coaches ... don't get anymore. Retire the Fling without grabbing an assistant coach.

Don't get your team more than 4 rerolls ... after that save your money for freebooting Deeproot or buying extra ingredients if you don't need to replace Flings.

Before freebooting Deeproot a 2nd time for your team (the 1st time was your first game), buy 6 Cheerleaders. The MAIN goal of the Halfling team to win is reroll denial of your opponent ... this is one more way of doing this. Once your team gets to the point where you are able to start saving money and freeboot Deeproot again, you'll want to trim the team down to 15 Flings so you have the free spot for him to play in.

Don't be afraid to throw a Fling to Short Range especially if he doesn't have the ball. A failed TTM throw of a Fling is ALMOST never a turnover if he does not have the ball (the exception is if lands on your own player). A Short Range TTM has a 2 in 3 chance not fumbling ... if you have Pro the odds are even better ... remember this. Also remember that a Fling that has not moved, can get up from a failed landing and move if they are only prone ... Stunned Flings have to wait until the end of the next turn to de-stun though. Also for TTM ... NEVER EVER UNDER ANY BUT ONE CIRCUMSTANCE use Pro or Pass to reroll an Inaccurate TTM ... the goal with TTM is to just get the Fling downfield ... if its accurate that just a bonus not a requirement. The one exception ... you are trying to throw a Fling that has already moved directly into the Endzone for a last second TD.

As for planning one turn TTM plays. Okay if you are going to set up to go for a one turn TTM, then do it right. Here is an 11 man for a 1 turn TTM attempt ... usually a turn 8 play. One turn TTM
The goal with this set up is to optimize your offense for the play. If the kick lands deep you aren't going to pull of a TTM one turner anyway, so you play a short range back line that is within no GFIs of the handoff to Fling 4 or 5. Now the key to this play is to free up one of the Trees so that they can throw with no TZs on them and take one step forward before throwing Fling 4 or 5 if needed. Also you want Fling 4 or 5 to be free of tackle zones for the handoff. To do this, use Flings 3, 10, and the whichever one of 4 or 5 is not being thrown to get a 2 dice blitz with 11 to free up the throwing tree and receiving fling from any TZs needed for the play. So the play goes ... blitz the Tree and Fling free, pick up the ball and hand it off to Fling 4 or 5, the appropriate Tree declares the TTM pass, takes one step forward if needed and then throws:
The decision on whether the pass should be to Short or Long range (ie -1 or -2 to the TTM roll) should be based on the following:
a) Can a Long pass get behind the opponent defense so the Fling would not need to Dodge?
b) Does the Tree have Pro or Pass to avoid a fumble?
c) Does the Fling to be thrown have Sure Feet?
Frequently you'll be picking a Long Pass ... make sure the target square if 4 squares away from the sidelines and as many as you can get from the endzone as you don't want to throw the Fling to far on an inaccurate pass. A long pass is better than 3 Dodge rolls to get through a defense line set up for TTM if you try a Short Pass. Also a Short Pass that inaccurately scatters 2 to 3 squares back towards your side of the pitch will mean that you won't be able to score anyway.

Try to always keep 1 Fling in an ordinal position (N, S, E, W) of a Tree. A team with ST 3 players won't be able to get more than a 2 dice defender's choice block against the Tree without getting rid of the Fling first. Even an ST 4 player will only have a 1 dice block option if you do this. This also has the advantage then of always having 2 flings that you can toss if need be.

Get a Fling in scoring position. Always try to have one Fling run down field to get within 5 to 7 squares of the endzone. A TTM pass followed by a handoff could turn this into a quick score.

0 SPP Flings go between the Trees on offense or defense. When you set up your team for a kickoff. Field all your players with skills, then field your Flings from that point in order of 0 SPP to 5 SPP. This will help you spread out the SPPs on your team as best as possible. ... It also reduces your losses of players in position to get skills from the MVP for the game. Along these lines if you have a player get to 6 SPPs in a game so he earns a skill ... don't field him if you can ... he's guaranteed to die if you do before getting that skill.

Don't forget to DODGE DODGE DODGE ... never leave a Fling next to an opponent unless you really believe deep down that you need a personal TZ on that player. Odds are any Fling left in position to be blocked won't be returning to play again in your lifetime (cause his will be over). Flings dodge to any square with a 88% chance of success ... so don't be afraid to Dodge ... you'll occassionally kill a fling dodging .. but you'll kill off more if you don't.

Finally, don't be afraid of risk. The occasional 1 dice block, Short Pass Fling toss, and lots of GFIs are staples of winning for the team. Play Flings consertatively and you will lose.

I really need to sit down and write a full article ... but these are the basics that I can think of right now for what I've learned over the last 2 years. My two teams ... I've learned the above lessons playing mostly the Iron Chefs in the MBBL where they are 4 wins - 12 losses .. okay not a great record .. but I've learned a lot cutting my teeth on Flings with that team .. since then I've improved a lot. Practicing for GenCon I went 4 wins - 1 tie - 1 loss with Halflings, at the Underworld Cup tournament I was the 2nd highest USA player at the tournament, and my team in the PBeMBBL has a record of 8 wins - 8 losses (of the 8 losses, 3 were overtime losses. I was held scorelss only twice and lost by more than 1 TD only twice (the same two games I was held scoreless).

Galak
Coach of the Iron Chefs - MBBL league and the Iron Chefs - PBeMBBL

Reason: ''
Boss
Experienced
Experienced
Posts: 97
Joined: Fri Feb 14, 2003 1:45 pm
Location: Copenhagen, Denmark

Post by Boss »

Dude
I feel like playing halflings now :smoking:

Reason: ''
I have no signature ... I'll try to think of a clever one soon ...
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Post by GalakStarscraper »

GalakStarscraper wrote:my team in the PBeMBBL looks about to win (I think) their current game to move my record there to 3 wins - 4 losses.
Well my Ogre with Block blew the possible game winning blitz and in overtime my opponent didn't fail a single critical dodge roll without rerolls in 6 turns ... (D*MN Elfs) ... record in the PBeMBBL goes to 2 wins - 5 losses ... we hurt the elves ... 3 SI stat reducers and 2 Badly Hurt (one SI apothecaried) ... but they pulled it out. There are days I really envy AG 4 and dice rolling luck ... wish I had either.

Galak

Reason: ''
Moraiwe
Emerging Star
Emerging Star
Posts: 323
Joined: Fri Jul 25, 2003 1:22 pm
Location: Melbourne, Australia

Post by Moraiwe »

GalakStarscraper wrote:Well my Ogre with Block blew the possible game winning blitz and in overtime my opponent didn't fail a single critical dodge roll without rerolls in 6 turns ... (D*MN Elfs) ... record in the PBeMBBL goes to 2 wins - 5 losses.
And to cap it all off - two aging results of niggling injuries on their first skill rolls. I agree: D*MN ELFS!!!!

Reason: ''
Xtreme
Mr. Zlurpee
Posts: 4898
Joined: Sun Mar 23, 2003 9:00 pm
Location: The Zlurpee Capital of the World, Indianapolis IN
Contact:

Post by Xtreme »

really envy AG 4 and dice rolling luck ... wish I had either.
I seem to have the worst dice rolls in all of my PBEM games. I think I have been handed a set of NAF dice and nobody told me. :lol: That or Nuffle is trying to tell me to stick to table top. But I can't get enough BloodBowl.

Reason: ''
Image
ImageImage
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Post by GalakStarscraper »

Okay if I cannot put up a decent record then the Playbook comes under question ... so here's an update on my PBeMBBL Halfling team to date:

Overall record for 11 games:
5 wins - 6 losses
Held scoreless: once
Lost by more than 1 TD: once

Game 1 ... my TR 100 ... opponent TR 100 Dark Elf ... Won 2-1 ... Cas 0 for/1 against (Khain's Favorites)
Game 2 ... my TR 107 ... opponent TR 100 Wood Elf ... Lost 1-2 ... Cas 1 for/5 against (Fangorn Hammers)
Game 3 ... my TR 116 ... opponent TR 100 High Elf ... Lost 1-2 ... Cas 2 for/1 against (The Divine Prophets)
Game 4 ... my TR 119 ... opponent TR 100 Skaven ... Lost 0-3 ... Cas 0 for/7 against (Stench of Decay)
Game 5 ... my TR 116 ... opponent TR 113 Norse ... Won 2-1 ... Cas 2 for/7 against (Icewind Dale Nordiques)
Game 6 ... my TR 115 ... opponent TR 107 Dark Elf ... Lost 3-4 ... Cas 1 for/2 against (Khaine's Fury)
Game 7 ... my TR 115 ... opponent TR 117 High Elf ... Lost 2-3 ... Cas 5 for/2 against (Vardo Malte Rina)
Game 8 ... my TR 125 ... opponent TR 119 Chaos ... Won 2-1 ... Cas 1 for/5 against (Benefinical Mutations)
Game 9 ... my TR 125 ... opponent TR 141 Lizardmen ... Lost in OT 1-2 ... Cas 1 for/3 against (Armour-Gekon)
Game 10 ... my TR 131 ... opponent TR 140 Goblins ... Won 2-1 ... Cas 2 for/2 against (Foul Play)
Game 11 ... my TR 129 ... opponent TR 157 Norse ... Won 2-0 ... Cas 7 for/2 against (Battle Creek Dragons)

Galak

Reason: ''
Xtreme
Mr. Zlurpee
Posts: 4898
Joined: Sun Mar 23, 2003 9:00 pm
Location: The Zlurpee Capital of the World, Indianapolis IN
Contact:

Post by Xtreme »

I think it's a great playbook. You should put it on your site the tactics section needs more LRB stuff for teams. Anyone want to do a Darkelf playbook for me getting ready to start them up in my league.

I have read the stuff on Galaks site, just looking for something else.

Reason: ''
Image
ImageImage
campaigner
Emerging Star
Emerging Star
Posts: 397
Joined: Thu Jun 05, 2003 7:57 am
Location: Bamberg, Germany

Post by campaigner »

what would we do without Galak? :)

where can I read those new chef rules?

c

Reason: ''
User avatar
Orin
Emerging Star
Emerging Star
Posts: 487
Joined: Wed Jun 11, 2003 12:13 pm
Location: Leiden, Netherlands

Post by Orin »

I'm going to play Halflings for sure now!

Reason: ''
The truth of the BBRC 2004 finally hits home:
"What!? No more Dauntless Ogres!?"
User avatar
Darkson
Da Spammer
Posts: 24047
Joined: Mon Aug 12, 2002 9:04 pm
Location: The frozen ruins of Felstad
Contact:

Post by Darkson »

campaigner wrote:what would we do without Galak? :)

where can I read those new chef rules?

c
http://www.midgardbb.com/Experimental/E ... sters.html

Did you really need to ask? :wink:

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
Robotorz
Star Player
Star Player
Posts: 603
Joined: Sun Mar 30, 2003 9:11 pm
Location: C8P

Post by Robotorz »

Playing with flings is fun but if you plan on winning and this is crucial to your enjoyment of play then DONT. The ods are against you even after reading a playbook by Galak.

BUT its so nice to do 3 or 4 dodges, 2 gfis and a 2 dice block your opponent choice and still bring down his ball carrier
or
A flying fling manouver that results in a TD

Reason: ''
I hope you all enjoyed the crispy version of me.
Post Reply