The R'lyeh Summoners (Slann) - From go to woe (part 7)
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Yours was the approach I started with, Galak. I got creamed on the CAS count (not unlike you ). I got worried that I'd end up with Blitzers inside cages ('cos of the Strip Ball), and then I'd lose them. Permanently. So I've decided to build cheaper cage breakers. One Strip Ball Catcher and at least one Strip Ball lineman. That allows me to concentrate on making use of the GAS skills on the Blitzers (best skill combo in the game!).
I'm going to postpone getting any more blitzers until after I get the krox. Linemen can't cut it without Guard, and Blitzers don't have the sort of price:duability ratio that I consider conducive to putting on the LoS.
I'm going to postpone getting any more blitzers until after I get the krox. Linemen can't cut it without Guard, and Blitzers don't have the sort of price:duability ratio that I consider conducive to putting on the LoS.
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- GalakStarscraper
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I will say this ... even though I'm known as a Stunty coach.
The most fun I've ever had is playing the Slann team.
This is truely a unique and new roster for Blood Bowl and I wish I knew the right mix of words to sweet talk JJ into putting it into LRB 6.0 ... minis or not.
What bugs me ... he allowed us to add stars using WFB figures ... but he keeps nixing the Slann using Kroot figures ... which is sad to me because I think the Kroot can look very Slannish.
Galak
The most fun I've ever had is playing the Slann team.
This is truely a unique and new roster for Blood Bowl and I wish I knew the right mix of words to sweet talk JJ into putting it into LRB 6.0 ... minis or not.
What bugs me ... he allowed us to add stars using WFB figures ... but he keeps nixing the Slann using Kroot figures ... which is sad to me because I think the Kroot can look very Slannish.
Galak
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What lineups did you both (and any other Slann coaches out there) start with? I focussed on rerolls to start, and I think the lack of initial beefiness hurt. It's been a slow road to recovery inside my first tragic outing (a kill and an MNG to top of a 1-2 TD 0-3 CAS whomping).
My initial line-up was:
2 Blitzers 220k
2 Catchers 160k
7 Linemen 420k
4 Rerolls 200k
If I was to start again, I think I'd go
1 Kroxigor 140k
3 Catchers 240k
7 Linemen 420k
4 Rerolls 200k
Blitzers will skill up faster than the krox. And now I have to save for a krox and an apo at the same time! The 60k I had to spend on a journeyman after game 2 hurt quite a bit..
My initial line-up was:
2 Blitzers 220k
2 Catchers 160k
7 Linemen 420k
4 Rerolls 200k
If I was to start again, I think I'd go
1 Kroxigor 140k
3 Catchers 240k
7 Linemen 420k
4 Rerolls 200k
Blitzers will skill up faster than the krox. And now I have to save for a krox and an apo at the same time! The 60k I had to spend on a journeyman after game 2 hurt quite a bit..
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- bouf
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My preferred roster is this but trade in re-roll to start with an Apothecary.tenwit wrote: My initial line-up was:
2 Blitzers 220k
2 Catchers 160k
7 Linemen 420k
4 Rerolls 200k
Also ... I personally don't believe in having a Kroxigor for my team.
Galak
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Yea but you've got 2x -AV and 2x MNGGalakStarscraper wrote:Also ... I personally don't believe in having a Kroxigor for my team.
Oh and I ordered 6 frog warriors yesterday. Eureka must be rubbing their grubby little hands* in glee.
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* Assuming that their hands are small and grubby. And that they even have hands.
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And a 8 - 3 record and I don't consider -1 AV an injury ... I don't even retire Halflings with -1 AV.tenwit wrote:Yea but you've got 2x -AV and 2x MNGGalakStarscraper wrote:Also ... I personally don't believe in having a Kroxigor for my team.
Tom
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Speaking of halflings, I won last night 5-2 (7-1 Cas)
He got the Hotpot, Zara, babes, a 100K card and a wizard he forgot to use.
I would have won 7-2 or 7-3 if I had pass... And if his treeman didn't intercept... (I don't feel so bad about that one, There have been plenty of times I can remember that I've got my ball stuck in a tree...)
Got another Wrestle Lineman, Pass Block on my Blodge Catcher, and Dodge on my +AG catcher.
Last Game
He got the Hotpot, Zara, babes, a 100K card and a wizard he forgot to use.
I would have won 7-2 or 7-3 if I had pass... And if his treeman didn't intercept... (I don't feel so bad about that one, There have been plenty of times I can remember that I've got my ball stuck in a tree...)
Got another Wrestle Lineman, Pass Block on my Blodge Catcher, and Dodge on my +AG catcher.
Last Game
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I missed so many passes last game it wasn't funny!
1's a plenty! If he doesn't roll doubles for Pass or Hail mary, I don't know what I'll give him...
Pass block seems prudent, (really shut down that passing game)
Kick off return was on my list as a 4th skill, maybe move it to third???
Pro could end my Passing woes a little... (maybe not)
Wrestle/Block is a little boring...
Not sure at all...
I'm also running at 4 RRs... I'm tempted to get another catcher and drop the RRs to three.
1's a plenty! If he doesn't roll doubles for Pass or Hail mary, I don't know what I'll give him...
Pass block seems prudent, (really shut down that passing game)
Kick off return was on my list as a 4th skill, maybe move it to third???
Pro could end my Passing woes a little... (maybe not)
Wrestle/Block is a little boring...
Not sure at all...
I'm also running at 4 RRs... I'm tempted to get another catcher and drop the RRs to three.
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Other skills I have earmarked for catchers are:
Catch; Side Step; Sprint; Sure Feet; Jump Up.
With Sure Hands and Dodge already, I think Kick-Off Return, Pass Block, Sprint and Sure Feet are the best contenders, depending on where you want to take him. IMO Pass Block works best when there's 3 or more on the field; Kick-Off Return works well with Sure Hands (in which case, Catch would be the next skill); and the speed skills complement both Sure Hands and Dodge.
Catch; Side Step; Sprint; Sure Feet; Jump Up.
With Sure Hands and Dodge already, I think Kick-Off Return, Pass Block, Sprint and Sure Feet are the best contenders, depending on where you want to take him. IMO Pass Block works best when there's 3 or more on the field; Kick-Off Return works well with Sure Hands (in which case, Catch would be the next skill); and the speed skills complement both Sure Hands and Dodge.
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BTW I'm of the opinion that dedicated passing duties belong to a lineman. Sure the AG4 helps (and should be used until a lineman gets Pass), but catchers have that extra point of MA that throwers don't need: give them skills that take advantage of it.
Given that linemen need doubles to get any of the A skills, why not just put all the really good A skills on catchers, and give the P skills to linemen? AG3 + Pass is better than AG4 without, and all the other useful part-time-passer skills are G (Sure Hands, Block, Fend, Kick-Off Return).
Given that linemen need doubles to get any of the A skills, why not just put all the really good A skills on catchers, and give the P skills to linemen? AG3 + Pass is better than AG4 without, and all the other useful part-time-passer skills are G (Sure Hands, Block, Fend, Kick-Off Return).
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