NBFL Amazons: Flashington Redheads
Posted: Sat Feb 02, 2013 9:52 pm
I've just joined my first weekly scheduled FUMBBL League, the NFL-themed NBFL. This blog will show my team's week-by-week progress in a seriously uphill battle with a seriously unusual team in my first truly competitive scheduled weekly league since, wow, 2001?
My poor widdle expansion team has some really interesting personnel concerns. 16 players, no rookies, in a 2M league. I did this because looking at my inducement strategy I realized Star Players were always losing out to a 1-skill lina and a Bribe/Apo for 170k. Everybody has something not to like, and nobody beats out a Wizard against anything on my schedule, so I'd need to be in insane underdog territory (>500k) to take Zara or Roxanna.
As you can see if you look at my opponents, I'm really outclassed (there's a Chaos team with half a dozen ClawPOMBers and a handful of 2.3M+ teams), and they're even better than that because the Pact and Skaven still get to skill all their rookies and bring up a "draft pick" to Emerging Star status. In particular, my division will consist (when done with offseason) of:
* ~2 M Pact with 2 each B/MB/T/ST4 (Claws too, not that I care, another one without Tackle) and two more B/T/MA7, one with Dodge, one with probably MB.
* 2.1 M Khemri with only one Tackle (Blitz-Ra MA7/G/MB/T) but four good Guardians.
* ~2 M Skaven with a lot of 1-2-skill players and a few scary, scary little rats (+MA, 2 Heads, Sprint, SFeet, Catch; Block, +ST, Tackle, Frenzy, Leap).
Also on the board are either:
A) scary CD, more Skaven, big Dark Elves, and expansion Orcs (probably), or
B) scary Lizardmen, cute Pact, expansion Wood Elves and expansion Orcs (can't absolutely rule it out)
Inducement Plan (estimated inducement value at full strength; may vary quite a lot in practice)
CPact (~200k): Wizard and/or Bribe (100k-250k), then Chef and/or WApo(s) and/or Babe(s).
Skaven x2, D.Elf (~0-300k): Bribe or card (50k-100k), then Wizard and/or Bribe and/or card(s).
Khemri (~300k): Wizard (150k), then Chef and/or WApo(s) and/or Bribe and/or Babes.
CDorf (~700k): Wizard and/or WApo (100k-250k), then Bribe or Babe (50k-100k), then Chef and/or WApo and/or card(s).
Orc (~0): Wizard and/or Bribe and/or Babe (50k-300k)
Lizardmen: Wizard and/or Bribe (100k-250k), then Chef and/or WAPO and/or Bribe and/or card(s).
Wood Elves (~0): Bribe or card (50k-100k), then Chef and/or Bribe and/or card(s).
Line
3-3 formation as default, with occasional Zig against teams that don't hit hard or lack for Tackle (ahem, Khemri).
Starting defensive 11 (3-3)
LOS: #7 and #8 on the ends, #6 or #15 on nose. (2x Wrestle, 1x Wrestle or Block)
Strong Midfield: #3, #10 (Blodgers with MB and Kick/SB, respectively)
Centerfield: #11 or #4 (+ST or Blodge/MB)
Backfield: (#11 or #4), #1, #2, #5, #9 (+ST or Blodge/MB, plus Blodge/G/MB/T, Blodge/MB/MA7, Blodge/Guard/Catch, and DP).
Bench: #12-14, #16, (#6 or #15).
#6 and #15 alternate duty and first alternate on defensive line.
#12: Goes in on defense if #9 gets hurt or ejected, third alternate on defensive line or backfield.
#13: First alternate in defensive backfield, may take place of #9 in some matches.
#14: Second alternate in defensive backfield and defensive line.
#16: Goes in if I'm down to 11 players.
Starting offense:
#1-#5 and #11 all start on offense, mostly there to lay the hits.
#13 and #16 are full-time offensive starters, and mostly #12 and #14 too. I may bench either one of them in order to bring in #6 or #15, or bench #14 for #9 in divisional games.
Bench: #7, #8, #10 , and two from #6, #9, #12, #14, #15.
Development (yes, I know some of these players won't make it)
*** Any 11 is AG, any 12 is ST.
#1 gets PO, or SS on doubles.
#2-#4 get 1x each PO, Guard, Tackle. Doubles JU or SS or ignore, not sure. #2 would take +MA.
#5 gets SS, MB on doubles.
#6-#8 get 1x each Dauntless, Tackle, DP, order depends on schedule. Guard on doubles, not sure which it replaces. Would take +MA on last one.
#9, #12 get Wrestle, Guard on doubles.
#10 gets Tackle, Guard on doubles.
#11 gets Block, Guard on doubles.
#13, #14 get Block, even on doubles.
#15 gets either SH or one of the 6-8 skills, depending on need. Guard on doubles, would take +MA.
#16 gets either Block or Wrestle, depending on whether I need a carrier or sweeper, even on doubles. +MA, though... that would be great.
Replacements
#1-4 are replaced with Blitzers. Track always starts with MB, SS on doubles.
Others are replaced with Linas. Track always starts with Block or Wrestle, Guard on doubles.
My poor widdle expansion team has some really interesting personnel concerns. 16 players, no rookies, in a 2M league. I did this because looking at my inducement strategy I realized Star Players were always losing out to a 1-skill lina and a Bribe/Apo for 170k. Everybody has something not to like, and nobody beats out a Wizard against anything on my schedule, so I'd need to be in insane underdog territory (>500k) to take Zara or Roxanna.
As you can see if you look at my opponents, I'm really outclassed (there's a Chaos team with half a dozen ClawPOMBers and a handful of 2.3M+ teams), and they're even better than that because the Pact and Skaven still get to skill all their rookies and bring up a "draft pick" to Emerging Star status. In particular, my division will consist (when done with offseason) of:
* ~2 M Pact with 2 each B/MB/T/ST4 (Claws too, not that I care, another one without Tackle) and two more B/T/MA7, one with Dodge, one with probably MB.
* 2.1 M Khemri with only one Tackle (Blitz-Ra MA7/G/MB/T) but four good Guardians.
* ~2 M Skaven with a lot of 1-2-skill players and a few scary, scary little rats (+MA, 2 Heads, Sprint, SFeet, Catch; Block, +ST, Tackle, Frenzy, Leap).
Also on the board are either:
A) scary CD, more Skaven, big Dark Elves, and expansion Orcs (probably), or
B) scary Lizardmen, cute Pact, expansion Wood Elves and expansion Orcs (can't absolutely rule it out)
Inducement Plan (estimated inducement value at full strength; may vary quite a lot in practice)
CPact (~200k): Wizard and/or Bribe (100k-250k), then Chef and/or WApo(s) and/or Babe(s).
Skaven x2, D.Elf (~0-300k): Bribe or card (50k-100k), then Wizard and/or Bribe and/or card(s).
Khemri (~300k): Wizard (150k), then Chef and/or WApo(s) and/or Bribe and/or Babes.
CDorf (~700k): Wizard and/or WApo (100k-250k), then Bribe or Babe (50k-100k), then Chef and/or WApo and/or card(s).
Orc (~0): Wizard and/or Bribe and/or Babe (50k-300k)
Lizardmen: Wizard and/or Bribe (100k-250k), then Chef and/or WAPO and/or Bribe and/or card(s).
Wood Elves (~0): Bribe or card (50k-100k), then Chef and/or Bribe and/or card(s).
Line
3-3 formation as default, with occasional Zig against teams that don't hit hard or lack for Tackle (ahem, Khemri).
Starting defensive 11 (3-3)
LOS: #7 and #8 on the ends, #6 or #15 on nose. (2x Wrestle, 1x Wrestle or Block)
Strong Midfield: #3, #10 (Blodgers with MB and Kick/SB, respectively)
Centerfield: #11 or #4 (+ST or Blodge/MB)
Backfield: (#11 or #4), #1, #2, #5, #9 (+ST or Blodge/MB, plus Blodge/G/MB/T, Blodge/MB/MA7, Blodge/Guard/Catch, and DP).
Bench: #12-14, #16, (#6 or #15).
#6 and #15 alternate duty and first alternate on defensive line.
#12: Goes in on defense if #9 gets hurt or ejected, third alternate on defensive line or backfield.
#13: First alternate in defensive backfield, may take place of #9 in some matches.
#14: Second alternate in defensive backfield and defensive line.
#16: Goes in if I'm down to 11 players.
Starting offense:
#1-#5 and #11 all start on offense, mostly there to lay the hits.
#13 and #16 are full-time offensive starters, and mostly #12 and #14 too. I may bench either one of them in order to bring in #6 or #15, or bench #14 for #9 in divisional games.
Bench: #7, #8, #10 , and two from #6, #9, #12, #14, #15.
Development (yes, I know some of these players won't make it)
*** Any 11 is AG, any 12 is ST.
#1 gets PO, or SS on doubles.
#2-#4 get 1x each PO, Guard, Tackle. Doubles JU or SS or ignore, not sure. #2 would take +MA.
#5 gets SS, MB on doubles.
#6-#8 get 1x each Dauntless, Tackle, DP, order depends on schedule. Guard on doubles, not sure which it replaces. Would take +MA on last one.
#9, #12 get Wrestle, Guard on doubles.
#10 gets Tackle, Guard on doubles.
#11 gets Block, Guard on doubles.
#13, #14 get Block, even on doubles.
#15 gets either SH or one of the 6-8 skills, depending on need. Guard on doubles, would take +MA.
#16 gets either Block or Wrestle, depending on whether I need a carrier or sweeper, even on doubles. +MA, though... that would be great.
Replacements
#1-4 are replaced with Blitzers. Track always starts with MB, SS on doubles.
Others are replaced with Linas. Track always starts with Block or Wrestle, Guard on doubles.