Norse for tournaments, Pros and Cons

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Nuffle_Hate_Me
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Norse for tournaments, Pros and Cons

Post by Nuffle_Hate_Me »

So besides the common glass cannon comments what are the Pros and Cons

Build rules:
http://orclahomabowl.com/rules.htm
Team Build 1,150,00 gp for the team
May purchase players, rerolls, fan factor, coaches, and cheerleaders as normal
Can take any green skill including on custom star player as part of the 11 players on your team.
You may also choose to spend up to 150,000 gold pieces (of the starting 1,150,000) to purchase advancements for players of your choice. This is for regular positions only, not star players.
A normal skill upgrade costs 20,000
A Doubles skill upgrade costs 30,000
+1 Movement costs 30,000
+1 Armor Value costs 30,000
You MAY NOT purchase Strength or Agility upgrades
Two players maximum may have two skills added to them if desired
No player may have a stat increase and a skill
No player may have two stat increases
No skill or stat increase may be taken more than three times
All Injuries will reset as this is a Resurrection Tournament

First attempt at a list:

Ulf - BLock
Ulf - Block, MB
Runner - Sure Hands, Dodge
2 - Berserker both Tackle
7 - Linemen
2 RR
APO

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Re: Norse for tournaments, Pros and Cons

Post by Loki »

On the skills choice: two tackle on the Berserkers is arguably too much - if you are being pure targeted offense take MB or PO (although even with Jump Up/PO combo being nice, putting your 90K AV7 guys on the ground is a tempting target for those with <40k 'spare' players for a quick foul) for more general offense and defensive aid take Guard.

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Re: Norse for tournaments, Pros and Cons

Post by Nuffle_Hate_Me »

But you still would suggest taking 1 tackle? I just worry about Dodge based teams any or blodge ball carriers

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Re: Norse for tournaments, Pros and Cons

Post by Loki »

Personally, I probably wouldn't take any Tackle, outside of block on the Ulfs I would generally be looking at where I can put Guard and/or MB. That relies on your Frenzy being a 'mini-tackle' giving you more dice to take down Dodge/Blodgers

It's a bit personal really, I would say if not having a tackler is going to be counter-productive as you spend the whole time thinking I wish I took Tackle when a Zon/ELf team comes up take it (but remember if you take Tackle and get Orc/Dwarf/Khemri in the first three games it won't be worth much. :wink:

I'm sure others disagree

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Re: Norse for tournaments, Pros and Cons

Post by Merrick »

I prefer to take universally useful skills in tournaments where you don't know what you'll be up against, so I'd be inclined to take Mighty Blow on 'Zerkers. Pairs well with Frenzy, and you'll get getting more dice to find that elusive Pow.

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Re: Norse for tournaments, Pros and Cons

Post by spubbbba »

2 Re-rolls is quite low, maybe consider leader on someone?

One other option would be to take a Snow Troll with block and MB. He'd be a bit of a beast if still rather unreliable.

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Post by Nuffle_Hate_Me »

Low for a league yes Tournament I dont thonk so. Too many other for more useful things I can take.

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Re: Norse for tournaments, Pros and Cons

Post by Nuffle_Hate_Me »

So take 2 on the Norse looks like this:

2 - Ulf - Both w/ Block
1 - Runner - w/ Sure Hands
2 - Berserker - Both w/ MB and Guard
7 - Linemen
2 RR
APO

That gives me a 12 man roster all with BLock, plus APO rosters. Could go with MB on the Ulfs instead of the Berserkers, but I like the hitting power with Jump Up. Not seeing a build that gets the Snow Troll in the rosters without losing several positionals

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Re: Norse for tournaments, Pros and Cons

Post by Nuffle_Hate_Me »

With the Snow Troll but it takes me down to 11 players, But with a St 5 Block MB Claw Frenzy killer

1 - Ulf - w/ Block
1 - Runner - w/ Sure Hands
2 - Berserker - Both w/ Guard
6 - Linemen
1 - Snow Troll Block and Mighty Blow
2 RR
APO

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Re: Norse for tournaments, Pros and Cons

Post by Fassbinder75 »

Good to see the US running tournaments with decent size caps compared to stingy European ones that ensure that only a handful of lists are viable.
Having a team wallpapered with Block gives you a lot of skill options. I would absolutely take at least one, probably two Tackle - possibly on Linemen. Frenzy is kind of a pseudo Tackle but your Blitzers will probably be tied up, Linemen might make better Safeties.

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Re: Norse for tournaments, Pros and Cons

Post by Rolex »

Nuffle_Hate_Me wrote:
Two players maximum may have two skills added to them if desired
MB AND PO on both berserkers.
I did it once in a tourney: 6-0-0.

Skip the runners. you need at least 14 players.
Foul anything that doesn't die.

MB-PO players are seldom tied up. (not for long at least).

Teams with no players score no TDs.

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Re: Norse for tournaments, Pros and Cons

Post by Nuffle_Hate_Me »

What does that look like?

12 lineman (11 no skills, 1 Sure Hands)
2 PO MB Berserkers
2 RR
1 APO

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Re: Norse for tournaments, Pros and Cons

Post by Rolex »

Sorry I didn't see the 150k for skills were out of the total.
So lower TV, so you need less players.

I would go for:

Pain version:
Yethee (MB) (you need him)
Berserker (POMB)
Berserker (POMB)
10 linemen (1 SH, 1 Tackle or DP)
2 RR
Apo
1FF

Control version
2 Ulfs (2 Guards)
Berserker (POMB)
Berserker (POMB)
Thrower (leader)
8 linemen
1 RR
Apo

Always receive if you can and butcher anything you see.
Be fast and mercyless. Keep momentum at all costs.
The lack of guard can hurt the first roster, high armor teams can hurt the second one.

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Re: Norse for tournaments, Pros and Cons

Post by Nuffle_Hate_Me »

I can't see taking the Snow Troll without Block and MB, it's just too unreliable without Block and limited RRs

Yethee (Block, MB) (you need him)
Berserker (POMB)
Berserker (POMB)
10 linemen (1 SH)
2 RR
Apo

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Re: Norse for tournaments, Pros and Cons

Post by Rolex »

What's the connection between having the ST with only MB and few RR.
He doesn't suffer from the lack of RR. He's a loner and you never use a RR on him.

He gives you a boost against the teams you fear the most. High AV teams that play a grinding game.

I personally never played norse without him, and I never played him with block.
You can control him by blocking as last thing in the turn and trying to have always 3 dice.
The scare effect is usually enough to stop your opponent from putting everything in base contact.

If you fear the dice you are in trouble. BB is a dice game.

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