Pond Scum (a system for Slann)

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nick_nameless
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Re: Pond Scum (a system for Slann)

Post by nick_nameless »

Hitonagashi wrote:
nick_nameless wrote: Having a Block, Dodge, Dirty Player, Sneaky Git catcher will get your opponent's attention.
Nice general post, but do you often play against teams with multiple legendary players? :D

That's a *lot* of TV to waste on a dedicated fouler compared to the usual 60k (zombie +dp) considering the odds of him getting sent off!
My league is a perpetual league, so players can last a while.

If you work at it, especially on a developed team, getting a Slann catcher to 4 skills can be accomplished.

Yes, it is a lot of TV for that role...but having your opponent change their game based on what threats you bring to bear is fun. I have one player with pass block, and it really bothers my opponents. It is rarely useful in the direct sense, but it's an extra complication for the other coach to worry about. Having a dirty player/sneaky git creates the same issue.

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fidius
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Re: Pond Scum (a system for Slann)

Post by fidius »

Sorry to necropost here, but -- while I understand why Guard on Catcher doubles is fantastic for cracking cages, what do you think of Nerves as an alternative, esp. in combo with Diving Catch? Too situational?

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Re: Pond Scum (a system for Slann)

Post by Ullis »

fidius wrote:Sorry to necropost here, but -- while I understand why Guard on Catcher doubles is fantastic for cracking cages, what do you think of Nerves as an alternative, esp. in combo with Diving Catch? Too situational?
Way too situational. No need to get cute with the catchers. Since they don't start with anything useful, there's little reason to deviate from:

Dodge, Block, Side Step, Sure Hands on normal rolls
Guard on doubles
+AG, +ST, +MA

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spubbbba
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Re: Pond Scum (a system for Slann)

Post by spubbbba »

The thing about NoS is you have to ask yourself how much you’d actually use it. So how often do you catch or pass whilst in tackle zones and how often would those tackle zones cause you to fail when you would have passed.

There’s also the consideration of the other skills you could take (guard on doubles and block, dodge or sidestep on singles) and if they would be more useful.

I’m of the opinion that unless you play in an elfball league then skills like strong arm, NoS, passblock are usually not worth it. There’s always a better skill to take unless you are getting into the superstar level.

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gumbi
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Re: Pond Scum (a system for Slann)

Post by gumbi »

Hi,

Recently played in the progressive 7 game ~50 player cancon tournament using frogs with a 3-1-3 record.

I went the all linefrog and 4 catcher route, with 5 rerolls to start. My hesitation with this build was no starting apoth and no reliable method of getting guard – it was the doubles of choice for any player on the team. Of course starting without the doc I took a dead catcher game 1, but having 5 rerolls saved my bacon too...

Skilling strategy was to use chosen MVP to level the linefrogs (ended up getting 2 wrestle and a lucky guard) while the catchers looked after themselves (all learnt dodge, one block, one +str).

I took heavy casualties – losing a catcher game1, wrestle lineman & blodge catcher game6, and countless linefrogs broken and battered along the way. With some lower than average winning FAME & income rolls I was down to 3 catchers (all with dodge, one with +str), 5 linemen (1 wrestle, 1 guard) and 3 journeymen at the end.

It was fun learning a new team when the dice worked or the opponent hadn’t played against much leap it felt a little unfair, as you are able to get into cages and sack ball carriers very easily, when the magic didn’t happen the frogs went down bigtime! The hardest game was the first one against woodelves – the rookie wardancers able to freely sack my ball carriers who were very weak without any defensive skills.

I think the build is a good way to play the frogs, not sure I would’ve been able to get myself out of the $ hole to replace all of my players (I need to spend 200k to get back to starting strength) – getting to 14 is only a dream at this point, but it would be even harder with blitzers. This seems to be pretty common with the weaker teams.

Guard was very valuable – not sure how easy it would be to pick up without chosen MVP and luck. Taking a single blitzer as a guard caddy at 130k value might be worth it – but not sure how you shoe horn him into the build without making a lot of sacrifices.

Wins were Chaos Dwarves, Dwarves and Lizards
Draw with Necromantic
Loss to Wood Elves, Orcs and Norse

Great to discuss the build during the weekend with you Paul!

Chris

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Re: Pond Scum (a system for Slann)

Post by Smeborg »

HI Chris - great to catch up with you.

I may take Slann to AusBowlSC2 in Adelaide, which would probably be with 6 re-rolls (!).

In a week's time our main league here in Christchurch starts, I will be testing this Slann build (15-20 games probably). It has chosen MVP, like CanCon, which I suspect will work very well for them.

In our very loose open league, I tried the build, and have a good record (4 wins, 1 loss to Chaos Pact). Due to CAS, it will be only in the 6th and next game that I will have fielded a 12th frog. Skilling up the Linefrogs looks like something of a problem (MVP is random), lots of them have between 2 and 5 SPPs.

I may well take Slann to next year's CanCon.

All the best.

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