Human team starting lineup

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Juggernaut
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Human team starting lineup

Post by Juggernaut »

what do U think is the best starting lineup for Humans?
do U think they should start with Big Guy or not?

what about:
5x lineman
2x catcher
2x blitzer
1x thrower
1x ogre
3RR
9FF

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Post by DoubleSkulls »

I started my last human team with an identical line up. It worked well for me - but I didn't suffer any nasty casualties early on.

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Post by Grumbledook »

yer i used this line up and think its best

don't like the starting with no catchers lineup after trying it

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Post by narkotic »

Exactly.

I recommend the following purchases after the first couple of matches

Apo
Blitzer
Blitzer
TRR

Buying only Blitzer in the first time gives you the Block capacity that you lack against bashing teams and makes your lineman free for taking skills like Kick or Leader (and Block). Otherwise you have to give all Linemen Block first only.

For my squad I tried a special approach: I gave my Blitzers Strip Ball or Tackle, Diving Catch to both Catchers and MHP to my Thrower. (=fast counter TD) But I'm still in the evaluation phase, though. I'll see if it works...

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Post by DoubleSkulls »

I made the same purchases but with the 2nd thrower between the two blitzers.

As for progression I don't like HMP - so gave 2 blitzers to get skills first Tackle (you really need it to handle fast teams). I gave both catchers block first, and then one shadowing and the other strip ball.

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Post by Gorbad »

ianwilliams wrote:I gave both catchers block first, and then one shadowing and the other strip ball.
I'm wondering how this worked for you, did you ever get to use shadowing effectively with a ST2/AV7 player? I would have thought AG teams just dodge away, and ST teams beat the crap out of him.

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Post by Hox-ii »

I used this starting lineup with my last human team, and it worked wonders.

Of course, one of my catchers got a +STR with his first two skill rolls... that might have had something to do with their success.

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Post by slackman »

ma8 means not too many people will be dodging away freely from a shadowing player. and if you position your players right, they'll have to think twice about where to use their only blitz for the turn, often times its NOT going to be to free up a single receiver. not to mention he has blodge, and wont be eating turf all to often even w/ the 2d block.

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Post by DoubleSkulls »

Gorbad wrote:I'm wondering how this worked for you, did you ever get to use shadowing effectively with a ST2/AV7 player? I would have thought AG teams just dodge away, and ST teams beat the crap out of him.
Well if you are next to the right player in the right position you've either forced them to use their blitz on a Block/Dodge player or held the player in place.

By an large it worked a lot better once I'd got Sidestep too, but it forced my opponents to think about him a lot more.

BTW AG4 dodgers are great, but if they are MA6 they are going to have to make a lot of dodges.

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Post by Gorbad »

ianwilliams wrote:Well if you are next to the right player in the right position you've either forced them to use their blitz on a Block/Dodge player or held the player in place.

By an large it worked a lot better once I'd got Sidestep too, but it forced my opponents to think about him a lot more.

BTW AG4 dodgers are great, but if they are MA6 they are going to have to make a lot of dodges.
Mind you, I'm a great fan of my shadowing players, it just never seemed in place for a comparable type player, i.e. my wood elf catchers. Though with humans you aren't as spoilt for choice with no wardancer available.

Even with the shadowing wardancer I still fail enough d6 rolls to make it worthwile for AG4 guys to try and get away, and as you often are next to a ballcarrier with your shadower (usually less move than the catcher types), a blitz to get free is easily made, and tends to put the catcher in harms way.

I'm not saying it's a bad choice, I was just wondering about the effectiveness, especially compared to other possible choices. So would you take it again? or as a later skill? (perhaps sidestep first?)

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Post by DoubleSkulls »

Gorbad wrote:I'm not saying it's a bad choice, I was just wondering about the effectiveness, especially compared to other possible choices. So would you take it again? or as a later skill? (perhaps sidestep first?)
The initial selection was to deal with one very specific threat - Break Tackle Bull Centaurs (+2 on the roll means only a 1/6 chance of escaping and the BC's generally don't have tackle or MB early on so not too much risk of losing the catcher). Against the CD's he caused absolute havoc.

In more varied leagues Side step would probably be a better 2nd skill with shadowing 3rd. However I like specialist skills fairly early as they do effect your opponent's play even if they don't manage to cause any turnovers directly.

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Post by berserker »

I used the same roster and won all my games with it so far (4)

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Post by Andreas of Loren »

My starting line up for a human team is as follows:

4 Lineman
3 Blitzers
2 Catchers
2 Throwers
3 RR
9 FF
10K in bank

I don't buy an Ogre to begin with on the basis of the limitations of the bonehead skill and non use of team re-rolls.

I do like the starting roster used at the start of this topic, it offers a good alternative. I just find that I tend to concentrate too much on the big guys in a team!!!

I like to have three blitzers as they take the weight off the line with the block skill.

On top of that I employ two throwers. The reason for this is simple. It's always good to have two players or more with sure hands so you have options in the back and middle field. After all, the thrower is only the same stats as a lineman with the 2 extra skills and only costs 20k more.
That's a bargain as a make shift lineman when he's not doing the throwing.

The two catchers have to be fielded together otherwise they get picked off much easier. It's a simple case of the opposition targeting significant threats. As somebody has already mentioned, with the movement allowance of two catchers, the opposition will have to think carefully about the use of the blitz action.

Once the team is up and running I purchase in the following order:

1) Apoth
2) Blitzer
3) RR X 1
4) Ogre

Once I have purchased a fourth blitzer, I separate them effectively by turning two blitzers into out and out blockers with Guard and Tackle, and the other two I try and make into runners, to take the weight off the catchers.

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Post by armarilion »

I would have started with another blitzer instead of two catchers! Blitzers are much better in the start since they work defensive as well as offensive. Catchers are no good in your defense.

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Post by Valen »

4 Blitzers
4 Lineman
2 Catchers
1 Thrower
3 Re-Rolls
8 FF

Thats How I usually start

Progression

Apoth
Thrower
Ogre

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