Hi!
Just wanted to know if anyone has tryied the new "pick 'n' mix" teams?
I was thinking of some starting rosters like:
1)With big guy:
4 Human linemen
4 longbeards
1 human thrower
2 HE linemen
1 Ogre
2 Re-rolls
3 Fan-Factor
2)without big guy:
5 Human linemen
2 Longbeard
2 HE linemen
1 Wardancer
1 Human thrower
3 Re-rolls
4 Fan-Factor
Any thoughts??
I think I'll take 2 because of the RR's but I don't know...
Please come with experience (if any!) with Old World Teams. Also I would like to see some other rosters...
Le Grand
Idea for an Old World Team???
- franck_le_grand
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- Location: Copenhagen, Denmark
Idea for an Old World Team???
Reason: ''
- DaFoola
- Veteran
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- Location: R-town, North Cack, USofA
While I've only had limited Playing experience with old world teams, there are a couple of lineups that have been rather compelling.
I've played a few games with this lineup, and had Some success:
Phoenix Warrior
2 Wood Elves
Human Blitzer
3 Longbeards
4 Human Linemen
3rr
4ff
It's got decent bashing ability (though you've got to be careful to keep the woodies out of the mix), and ability to play a bit of a passing game. Although the Blitzer is handy, I'd be more inclined to trade him for a Lineman and 4ff.
The other, which I've yet to try, takes a different starting approach:
4 Longbeards
5 Human Linemen
Human Blitzer
Runner (or you could take a PW if you'd rather)
3rr
6ff
This one is basically just a more physical version of a human team.
I think that with pact teams, starting with at least 3rr can be a big help, since with and old world team, new rerolls will cost you 160k, I believe, which might be better spent on your few position players or a big guy (and possibly a halfling) once you get to expanding your roster.
Just a little food for thought.
I've played a few games with this lineup, and had Some success:
Phoenix Warrior
2 Wood Elves
Human Blitzer
3 Longbeards
4 Human Linemen
3rr
4ff
It's got decent bashing ability (though you've got to be careful to keep the woodies out of the mix), and ability to play a bit of a passing game. Although the Blitzer is handy, I'd be more inclined to trade him for a Lineman and 4ff.
The other, which I've yet to try, takes a different starting approach:
4 Longbeards
5 Human Linemen
Human Blitzer
Runner (or you could take a PW if you'd rather)
3rr
6ff
This one is basically just a more physical version of a human team.
I think that with pact teams, starting with at least 3rr can be a big help, since with and old world team, new rerolls will cost you 160k, I believe, which might be better spent on your few position players or a big guy (and possibly a halfling) once you get to expanding your roster.
Just a little food for thought.
Reason: ''
- Korhil
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- Location: New Zealand
- Contact:
Starting Old World:
6 Dwarf LongBeards
2 High Elf LineElves
2 Halflings
1 Human LineMan
3 Re-Rolls
9 Fan Factor
Dont bother starting with Big Guys, 6 Dwarfs do alot more.
Look at getting your Apothecary first, then adding the 'Dancer, Human Thrower, & Ogre in some order depending on how the cash comes in.
---Korhil
http://fumbbl.no-ip.org/league/teams/Ko ... aders.html
(My team is a lil beat up, well, actually, most of the players have aged on their first skill so I'm still in the loop of replacing players and trying to get rid of INJ)
6 Dwarf LongBeards
2 High Elf LineElves
2 Halflings
1 Human LineMan
3 Re-Rolls
9 Fan Factor
Dont bother starting with Big Guys, 6 Dwarfs do alot more.
Look at getting your Apothecary first, then adding the 'Dancer, Human Thrower, & Ogre in some order depending on how the cash comes in.
---Korhil
http://fumbbl.no-ip.org/league/teams/Ko ... aders.html
(My team is a lil beat up, well, actually, most of the players have aged on their first skill so I'm still in the loop of replacing players and trying to get rid of INJ)
Reason: ''
- franck_le_grand
- Veteran
- Posts: 226
- Joined: Wed Sep 18, 2002 5:09 pm
- Location: Copenhagen, Denmark
Thanks for the replyies, but Korhil:
what are you going to do, when your HE linemens has been bashed to the ground? who's gonna score?? and who's gonna pick up the ball???
When the re-rolls are that expensive, i'd rather have some players with skills, allowing me to re-roll like sure hands, pass, dodge...
But I see your point anyway
what are you going to do, when your HE linemens has been bashed to the ground? who's gonna score?? and who's gonna pick up the ball???
When the re-rolls are that expensive, i'd rather have some players with skills, allowing me to re-roll like sure hands, pass, dodge...
But I see your point anyway
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- Korhil
- Experienced
- Posts: 117
- Joined: Tue Aug 20, 2002 3:02 am
- Location: New Zealand
- Contact:
How would you start a Chaos Dwarf team?
Compare it to that to get some idea of what it might be capable of.
Except your Hobgoblins happen to be far more competent.
I did try with the 'Dancer in the starting line, problem is he can do so much more than the rest of the team and hes twice the speed ofthe Dwarfs. Also, 'Dancers get a Skill in 1 game... getting 2 TD's isnt hard. So start with the other dudes and try get them up to speed.
The first skill you get will likely be Sure Hands for one of the Elves. The other with go Dodge, then Block, and be the reliable scorer until you can afford the Dancer.
The Halflings arent meant to be used... if they die or get a niggle, just fire them, you'd rather have Human LineMen later on, but they are cheap to allow more RR's and FF. And early on when most people are light on both Block & Tackle, they live pretty well and get in for assists well too.
If you really want a Dancer:
4 Dwarfs
2 HE's
1 'Dancer
2 Humans
2 Halflings
6 FF
3 RR
---Korhil
Compare it to that to get some idea of what it might be capable of.
Except your Hobgoblins happen to be far more competent.
I did try with the 'Dancer in the starting line, problem is he can do so much more than the rest of the team and hes twice the speed ofthe Dwarfs. Also, 'Dancers get a Skill in 1 game... getting 2 TD's isnt hard. So start with the other dudes and try get them up to speed.
The first skill you get will likely be Sure Hands for one of the Elves. The other with go Dodge, then Block, and be the reliable scorer until you can afford the Dancer.
The Halflings arent meant to be used... if they die or get a niggle, just fire them, you'd rather have Human LineMen later on, but they are cheap to allow more RR's and FF. And early on when most people are light on both Block & Tackle, they live pretty well and get in for assists well too.
If you really want a Dancer:
4 Dwarfs
2 HE's
1 'Dancer
2 Humans
2 Halflings
6 FF
3 RR
---Korhil
Reason: ''