I'm going to be playing HE in my first tournament soon. So I was wondering what people suggest for teams and how to develop them.
Its a 1.1M start so I was thinking of
1 x Phoenix
2 x Dragon
2 x Lion
6 x Line Elf
2 x TRR
1 x Apoc
7 x FF
Team progression is based on the number of SPPs you pick up in a game - not including MVPs. 0-5 1 skill roll, 6-10 2 skill rolls etc. One skill roll per player per game. Only players who finish on the pitch are eligable.
All casualties count as BH - but any player with skills who gets taken as a casualty loses any skills they've got.
So progression is planned as
Player Normal / Double
Lion 1 Block / NoS
Lion 2 Block / NoS
Line elf 1 Kick / Guard
Phoneix Accurate / NoS
Dragon 1 Tackle / Dauntless
Dragon 2 Tackle / Dauntless
Lion 1 Dodge / NoS
Lion 2 Dodge / NoS
Line elf 2 Block / Guard
Line elf 3 Block / Guard
Line elf 4 Block / Guard
Line elf 5 Block / Guard (skip if already got 3 blockers)
Dragon 1 Side Step / Dauntless
Dragon 2 Side Step / Dauntless
Lion 1 Side Step/ NoS
Lion 2 Side Step/ NoS
Dragon 1 Dodge / Dauntless
Dragon 2 Dodge / Dauntless
+MA - use 5-5 for trait
+AG - convert to ball picker (S Hands, Dodge, Block, Leap) (NoS passing?)
+ST - convert to leaper (Block, Leap, Strip Ball)
Ian
Tournament HE Progression
- DoubleSkulls
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Hi,
With 1.1 M, i prefer:
2 Lions,
2 Phoenix,
2Dragons,
5 linelf
4RR,=>(or 3RRwith an apoc)
1FF.
Experience: 0/5=>1 skill?
Lion: a lot of skills can be usefull:Dodge,Block,Shadow;Strip ball.
On a double: dont take NoS. let me explain: 2 Lion backfield, if one of them have NoS, he will be blitzed so he would have blitzed one of your lion anyway, so this skills on a lion would only put a target on him.
On a double: Jump up maybe.
Linelf skills:Dodge,block,sidestep,leap can be usefull/double: NoS!! 3rd received to watch!! Guard? are you going on a melee with elf? not me
Dragon skills:Tackle,shadow,Strip ball,Dodge,Leap/Double:Dauntless,MB
Phoenix skills:Accurate,Surehands,Kick (well placed on a kick off)/Double:Strong arm.
MA+1=>keep it on a lion or Dragon
Ag+1=>Leaper to me
ST+1=>Blodge guy (usefull everywhere, ball carrier,blitzer,Defence...)
Here is my though about it.
Hopes it will help you
Bye and good luck.
Longshot
With 1.1 M, i prefer:
2 Lions,
2 Phoenix,
2Dragons,
5 linelf
4RR,=>(or 3RRwith an apoc)
1FF.
Experience: 0/5=>1 skill?
Lion: a lot of skills can be usefull:Dodge,Block,Shadow;Strip ball.
On a double: dont take NoS. let me explain: 2 Lion backfield, if one of them have NoS, he will be blitzed so he would have blitzed one of your lion anyway, so this skills on a lion would only put a target on him.
On a double: Jump up maybe.
Linelf skills:Dodge,block,sidestep,leap can be usefull/double: NoS!! 3rd received to watch!! Guard? are you going on a melee with elf? not me
Dragon skills:Tackle,shadow,Strip ball,Dodge,Leap/Double:Dauntless,MB
Phoenix skills:Accurate,Surehands,Kick (well placed on a kick off)/Double:Strong arm.
MA+1=>keep it on a lion or Dragon
Ag+1=>Leaper to me
ST+1=>Blodge guy (usefull everywhere, ball carrier,blitzer,Defence...)
Here is my though about it.
Hopes it will help you
Bye and good luck.
Longshot
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I'd consider Leap on a DW early. It worries your opponents, and is useful against cages on D.
Tackle's fine until you play Orc..then Dwarf.etc. It's a potential waste depending on who you draw. Any idea of the team composition?
Tackle's fine until you play Orc..then Dwarf.etc. It's a potential waste depending on who you draw. Any idea of the team composition?
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No idea of what teams I'll be up against - although Shane is playing Dwarves and Marcus Undead. However I can't get drawn against them on the 1st day.
I am reluctant to go into a tourney with low FF. With only 11 players I don't want to risk losing those crucial kickoff results - especially with a team where I'm looking to score quickly, so hopefully there will be more kickoff rolls.
The apoth is pretty much mandatory - any player who gets injured loses their skills, so without one my team would not get much better over the course of the tourney.
Leap is a good idea, just for the worry factor!
As for doubles on the LW's I was thinking there are these options, in mu original order of preference
I am reluctant to go into a tourney with low FF. With only 11 players I don't want to risk losing those crucial kickoff results - especially with a team where I'm looking to score quickly, so hopefully there will be more kickoff rolls.
The apoth is pretty much mandatory - any player who gets injured loses their skills, so without one my team would not get much better over the course of the tourney.
Leap is a good idea, just for the worry factor!
As for doubles on the LW's I was thinking there are these options, in mu original order of preference
- NoS - Longshot, you are right than 1 of them will get blitzed, but then he's taken up the blitz.
- Dauntless - to allow me to get past mummies and big guys
- Guard - super mobile guard could come in handy, especially if they hunt in pairs
- Leader - extra TRR could come in handy
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Ian 'Double Skulls' Williams
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WPS tournaments are usually power heavy with the odd skav. Expect orcs, dwarves, undead and chaos.
Dauntless and Guard are a good idea. Leap is certainly an idea in as much as it will help open up the pitch and allow you to play your own game. It also allows you to beat both widezones off the kickoff. Be aware it will eat rerolls.
Rule of thumb is to take solid, if boring, skills. Rely on leap or dauntless and you'll find the player dead before long and you'll have to keep rebuying the skill. Blodge/sidestep will increase the survivability of your players ensuring they keep their skills. It will also force your opponent to get lucky.
I'd suggest dirty player if you weren't so short of players with a HE team. Coaches often get tackle, dauntless etc on only one player "just in case" they come up against a particular type of team. Dirty players can sort them out pretty quick.
The flip side of this is that if you avoid such skills yourself you've neutralised your opponent's skill selection for that player.
Dauntless and Guard are a good idea. Leap is certainly an idea in as much as it will help open up the pitch and allow you to play your own game. It also allows you to beat both widezones off the kickoff. Be aware it will eat rerolls.
Rule of thumb is to take solid, if boring, skills. Rely on leap or dauntless and you'll find the player dead before long and you'll have to keep rebuying the skill. Blodge/sidestep will increase the survivability of your players ensuring they keep their skills. It will also force your opponent to get lucky.
I'd suggest dirty player if you weren't so short of players with a HE team. Coaches often get tackle, dauntless etc on only one player "just in case" they come up against a particular type of team. Dirty players can sort them out pretty quick.
The flip side of this is that if you avoid such skills yourself you've neutralised your opponent's skill selection for that player.
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