Halfling Tactics, Help!

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Jimmy Fantastic
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Re: Halfling Tactics, Help!

Post by Jimmy Fantastic »

Grab always first skill for trees. Take root is no problem when you can keep mens close.

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Big A
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Re: Halfling Tactics, Help!

Post by Big A »

Jimmy Fantastic wrote:Grab always first skill for trees. Take root is no problem when you can keep mens close.
I would say yes for wood elf treemen but not halfling treemen.

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Re: Halfling Tactics, Help!

Post by Smurf »

Multi Block seems obvious. Considerting treemen have a lot of S skills anyway you will have to snatch any double.

Otherwise if will be piling on more S skills: Break Tackle, Grab, Guard, Piling On and even Juggernaut. IIRC they already have: Mighty Blow, Thick Skull, Standfirm and Strong Arm.

If no double is available then the choices seem to be: Multiblock, Grad and Guard. At least with Grab the opponent has to keep in base to base contact with the tree.

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Heff
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Re: Halfling Tactics, Help!

Post by Heff »

Piling on has two problems. Firstly you have a move of 2 so you cannot get up. secondly you are asking to be fouled

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garion
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Re: Halfling Tactics, Help!

Post by garion »

the Ma2 is problemanitc. But Jump Up as first double solves that issue.

Fouling isnt a concern at all though imo. You are Av10 and Thick Skull, if you leave your tree on the floor with no players anywhere near him you only have your self to blame imo.

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Heff
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Re: Halfling Tactics, Help!

Post by Heff »

garion wrote:the Ma2 is problemanitc. But Jump Up as first double solves that issue.

Fouling isnt a concern at all though imo. You are Av10 and Thick Skull, if you leave your tree on the floor with no players anywhere near him you only have your self to blame imo.
Block is your first double

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Heff...Keeping the Dwarf (and lego) hate alive
If you cannot stall out for an 8 turn drive to score with dwarves then you need to go and play canasta with your dad..if you can find him.
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Re: Halfling Tactics, Help!

Post by MKL »

By the way...
I'm about to start a game against some NTBB Halflings (ie a team with four ag4 halfling catchers).
Since my experience against halflings is nil :-? ... it's better to kick or to receive?
I'm playing Necros without any tackle, my opponent got 13 players and 4 block (1 treeman, 3 ratlings)

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Re: Halfling Tactics, Help!

Post by EastCoast »

I prefer the versatility of Jump Up.

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garion
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Re: Halfling Tactics, Help!

Post by garion »

I always used to take Pro or Block in LRB4 but now trees can RR there is no need for Pro or block so much, St6 means 3dice blocks are easy to come by too. Jump Up is hte most versatile and most useful overall now imo.

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Re: Halfling Tactics, Help!

Post by Ullis »

Block in nice because hardly nobody else has Block and those trees need to make any hits count. And for a halfling team 3d blocks aren't easy to come by. You need to tie as many players as you can with the tree and still keep hitting. Last, Block means that -2d blocks against trees isn't something an opponent should try anymore. With no Block a -2d block has 25% chance of downing a tree and 1d blocks (quite easy for ST4 players) are 50%. Those odds go down a lot against a Block tree.

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Andreas G Nielsen
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Re: Halfling Tactics, Help!

Post by Andreas G Nielsen »

I dont think Jump up removes the 4+ roll to stand up with the treeman. The rules say "If the
player has less than three squares of movement, he must roll 4+ to stand up" So nothing about getting up without the role, even with jump up.

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Sandwich
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Re: Halfling Tactics, Help!

Post by Sandwich »

Heff wrote:Piling on has two problems. Firstly you have a move of 2 so you cannot get up. secondly you are asking to be fouled
I'd be quite happy with an opponent fouling my treeman... means they're not running away laughing at the prone lump of wood.

For more mobile players, yes, that's a problem with Piling On - or would be, if fouling was much use in CRP.
Andreas G Nielsen wrote:I dont think Jump up removes the 4+ roll to stand up with the treeman. The rules say "If the
player has less than three squares of movement, he must roll 4+ to stand up" So nothing about getting up without the role, even with jump up.
Pretty sure this is true.

One question for those that know roughly what they're doing with halflings: a treeman rolls 5+5 (lets say its first skill). Do you take +MA, or Block?

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Re: Halfling Tactics, Help!

Post by TheDoc »

You take block.... no questions asked.

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Re: Halfling Tactics, Help!

Post by Smurf »

I thought JU was free to get up, but an AG +2 roll to Jump up and block. :-?

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Heff
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Re: Halfling Tactics, Help!

Post by Heff »

To get all rules lawyer.
Ju enables you to get up without paying 3mv.
NEW SENTENCE
Players with less than 3 mv must roll 4+
So although you dont pay 3 you still have a mv of 2 and so need to roll 2+ to avoid rooting and then 4+ to get up. You,can then mv 2 though

Reason: ''
Heff...Keeping the Dwarf (and lego) hate alive
If you cannot stall out for an 8 turn drive to score with dwarves then you need to go and play canasta with your dad..if you can find him.
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