LRB5 teams for Tourneys

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Craigtw
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LRB5 teams for Tourneys

Post by Craigtw »

It is time that the suggested team tourney lists has been updated to the LRB5.

Here are a few that I use:

Undead (1 million)

2 x mummies
2 x wights
3 x ghouls
4 x zombies
3 x RR
1 x AC
1 x CL

Orcs (1 million)
4 x Black Orcs
4 x Blitzers
1 x Thrower
2 x Line-Orc
3 x RR
1 AC/CL

Wood Elves
2 x Wardancer
4 x Catcher
5 x line-elf
1 x RR

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Wosret
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Post by Wosret »

Khemri (1.1 Mil)

3 Mummy's
2 Blitz-Ra's
2 Throw-Ra's
5 Skeletons
4 RR
1 AC/CL

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PubBowler
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Post by PubBowler »

Wosret wrote:Khemri (1.1 Mil)

3 Mummy's
2 Blitz-Ra's
2 Throw-Ra's
5 Skeletons
4 RR
1 AC/CL
Every Khemri team should have 4 Mummies.
And 4 rerolls without using Leader is pricey, not my choice.

But apart from that you have options, I have seen both the following be effective:

4 mummies
2 Blitz Ras
1 Throw Ra
6 Skeletons
2 rerolls
Hack N Slash

Using Leader for a third reroll

4 Mummies
2 Blitz Ras
1 Throw Ra
6 Skeletons
3 rerolls
2 Staff/FF

if you prefer a Block ball carrier.

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mattgslater
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Post by mattgslater »

I'm not a regular tournament coach, but I would never enter a tournament without a firm knowledge of the progression format.

Know you've got four games at one skill per game? Very different from fixed skills bought with extra cash at the outset. But the general differences between a tourney and a league are:

1) Progression is much more controlled, and usually much more limited;

and

2) Your team is not subject to winnings or missing players.

So...

A) Consider skimping on TRRs to buy more positionals, and don't bother with Fan Factor;

B) A single 50k reserve (or even a 70k reserve in most cases) beats an Apothecary even if you have vulnerable/expensive positionals*;

C) Skills have limited combo value and should be selected for general immediate need except in the most liberal tournaments.

D) Skills have no SPP-building value. This diminishes the impact of Block and Mighty Blow as skill selections considerably (assuming you have at least a couple), and increases the value of passive skills like Stand Firm, Diving Tackle and Guard.

* Pro Elves in slow-skilling tourneys are a key exception to the reserve-beats-Apo rule, as if they go down to 1x Side Step in the first half they just blow horribly and they have a high chance of suffering BH'es anyway, making the Apo just a cheaper reserve. I'm sure there are others. The reserve-first rule also only counts for one reserve: an Apoth is usually better than a 13th Benchwarmer. But you can usually find a better way to spend 1.1M than that. Unless you're Amazons or Skaven, then go right ahead and take 13 guys and an Apothecary.

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Grogmir
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Post by Grogmir »

Dark Elves 1.1M

2 WE
3 Blitzers
1 Runner
5 Line
3 RRs

Block on WE, Block on WE, Dodge on Blitzers.

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Post by SillySod »

BTW, since we are starting a new thread how about trying a different format?

One problem with the current format is that people tend to get into a discussion about the rosters over several posts rather than just posting the roster and a brief description. While this is great it does make the thread a bit more convoluted and less easy to use. Why not get people to start a new thread for each team they post here? They could include the link in the post. That way we would have a striaght directory of roster suggestions but if someone wanted to know more about peoples thoughts on a particular roster they could just follow the link.

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Post by giorss »

Wosret wrote:Khemri (1.1 Mil)

3 Mummy's
2 Blitz-Ra's
2 Throw-Ra's
5 Skeletons
4 RR
1 AC/CL
I'd like much more:

4 mummies
2 blitz-ra
2 throw ra
4 skellies

3 RR

two throw ra are for safety.. people always tries to put out your thrower, so with 2 you can better manage the ball at starting, and with both with block you could have 2 more blitzers
if you lose one thro you have the other one

with 4 people with ma 6 you could move much more better

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