150 TR Resurrection Tournament, Take II

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Nestyr
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150 TR Resurrection Tournament, Take II

Post by Nestyr »

Hi all,

I'm really spoilt for choice in terms of teams for this upcoming tournament.

I first decided to go with Slann, but I've changed my mind and have decided to go with Khemri instead (more because I've got them already painted, than anything else... :lol:).

So, once again, here are the rules for the tournament:
  • 1,500,000 gcs;
    Two players can have a double skill increase for 30,000 gcs;
    Any player can have a normal skill increase for 20,000 gcs;
    No player can have more than one skill increase;
    No special play cards, but Star Players are OK;
    No stat increases.
...and here's what I've decided to go with:
  • . 2 x Tomb Guardians w/ Block (130K ea);
    . 2 x Tomb Guardians w/ Mighty Blow (120K ea);
    . 2 x Blitz-Ras w/ Tackle (110K ea);
    . 3 x Skeletons w/ Block (60K ea);
    . 1 x Skeleton w/ Kick (60K);
    . 1 x Skeleton (40K);
    . 1 x Star Player Ithaca Benoin (220K);
    . 1 x Star Player Humerus Carpal (130K);
    . 2 x Team Re-rolls (70K ea);
    . 1 x Cheerleader (10K)
Total: 1,500,000 gc

The Plan
The inclusion of Ithaca Benoin and Humerus Carpal adds three things to the team; a decent chance to pick up the ball, some much-needed speed, and a reasonable passing game (not that I will be depending on this, but it's a nice, and hopefully surprising, option to have).

On offence, I intend to use Ithaca as the primary ball carrier, and Humerus Carpal as his Dump-Off target if things go awry. There's even potential for two-turn touchdowns with these guys...

The Blitz-Ras will accompany them down the field, getting in the way of potential problems.

The three Skeletons with Block will keep the Line of Scrimmage on offence, with the Tomb Guardians marauding around the pitch, doing their best to remove opposition players from the field, or just tie up opposing players.

On defence the Tomb Guardians will usually mummy the LoS (see what I did there?), with the Skeleton with Kick trying to get the ball to a useful spot, the unskilled Skeleton doing some tactical fouling, and a Skeleton with Block assisting in the backfield.

I'm not too worried about having only two re-rolls, as the all important ball pick-up should be happening on a 3+, with a skill re-roll. Seven players with Block should be sufficient to get some hits in, without too much fear of my turn ending prematurely.

This may not be a tournament winner, but I'm going to have some fun games...

Am I crazy for doing this?

All comments, suggestions, ideas, etc, greatly appreciated.

Cheers,


Nestyr

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"Icepelt cannot be my hero, but I wish Games Workshop could".
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Nestyr
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Re: 150 TR Resurrection Tournament, Take II

Post by Nestyr »

Nestyr,

[sarcasm on]
WOW! You're an absolute genius! How do you keep coming up with this stuff?!?

I've looked over your roster, and had a couple of thoughts - I hope you take them into consideration over all the other fantastic advice you've been given in this thread.
[/sarcasm off]


On reflection, it might be a good idea to do the following:
  • . Swap Tackle for Guard on the Blitz-Ras;
    . Drop one of the Skeletons w/ Block;
    . Drop the Cheerleader;
    . Change the Skeletons w/ Block to Skeletons w/ Tackle;
    . Add one Rookie Thro-Ra.
The team now looks like this:
  • 2 x Tomb Guardians w/ Block (130,000 gc ea);
    2 x Tomb Guardians w/ Mighty Blow (120,000 gc ea);
    2 x Blitz-Ras w/ Guard (110,000 gc ea);
    1 x Thro-Ra (70,000 gc);
    2 x Skeletons w/ Tackle (60,000 gc ea);
    1 x Skeleton w/ Kick (60,000 gc);
    1 x Skeleton (40,000 gc);
    1 x Star Player Ithaca Benoin (220,000 gc);
    1 x Star Player Humerus Carpal (130,000 gc);
    2 x Team Re-rolls (70,000 gc ea).
Total Cost: 1,500,000 gc

Why make these changes?
Giving the Blitz-Ras Guard allows them to better protect the ball carrier. On initial contact, the opponent is only going to get one hit, from a Blitz. If he hits the ball carrier, hopefully this will turn the roll into a two-dice against, thanks to one or two assists. If he breaks the cage, this will leave at least one of these guys standing to provide assists, if necessary, in the following turn.

The addition of a Throw-Ra - even an unskilled one - adds that little bit more speed to the team, which means a cage can remain a bit more mobile.

By swapping Block for Tackle on the Skeletons, I'm adding some much-needed defence against those pesky agility players.

So standard offence will now have at least two Tomb Guardians on the Line of Scrimmage, and Defence will have more (depending on the race of the opponent).

The Skeletons move from LoS duty to backfield/backline defence duty on offence and defence.

The cage now looks a bit healthier, with some added speed, and added protection for the ball carrier (who will normally be Ithaca Benoin, where possible). Once in range of the end zone, Humerus Carpal will break off and move to a scoring position, if a Dump-Off is used by the ball carrier.

I'm sorely tempted to move away from the 2-1 grind with this team, and see how many touchdowns I can score per game (depending on the Stars not getting butchered each game, of course).

Thoughts, comments, ideas, etc (he asks, not expecting any replies...)?

Cheers,


Nestyr

Reason: ''
"Icepelt cannot be my hero, but I wish Games Workshop could".
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Nestyr
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Re: 150 TR Resurrection Tournament, Take II

Post by Nestyr »

No responses at all?

Really?

Where's the love...

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Re: 150 TR Resurrection Tournament, Take II

Post by Tourach »

I would go for block on the thro-ra would help against woodies.

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I DO want some cheese with my whine.
A.k.a MissSweden
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