beginning human team

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jaq
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beginning human team

Post by jaq »

We're starting a league at my games club soon, and I decided to use Humans since that's the models I have painted. It's only a short league of 4-5 games, followed by a 4 game tournament.

Having seen some other comments on here I want to try starting without catchers, so these are the options I'm considering:

Option 1:
4 Blitzers
1 Thrower
6 Linemen
4 rerolls
7 fan factor

Option 2:
3 Blitzers
1 Thrower
7 Linemen
5 rerolls
6 fan factor
or swap a reroll for an extra lineman

So what I'm wondering is whether it's worth taking lots of rerolls, since they get more expensive after the start, or whether I should try and fit in 12 players to give me some backup. What do you think?

As far as I've heard there are going to be a Wood Elf and a Skaven team in the league, but I'm not sure what else, so I should try and remain fairly flexible.

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Post by Marcus »

3 is sufficient for rerolls, 4 is excellent, 5 is obscene. I'd suggest a roster of 13 with 3 rerolls as a good rule of thumb for a survivable team. Dont' start with just 11 men.

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Post by DoubleSkulls »

I'd be tempted by:

4 Blitzers
1 Thrower
7 Linemen
3 Rerolls
7 FF

That gives decent rerolls and a spare player.

Then buy an apoth followed by a catcher or two if you can afford it. Your starting line up is reasonably robust so you shouldn't have to worry too much about losing a lot of players.

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Post by harley_topper »

I play a human team in my league. I won three matches and drawd one, by losing 1 match. The league is packed with high rating teams.I started with this:

4 Blitzers
2 Catchers
1 Thrower
1 Ogre
3 Lineman

1 RR
6 FF
1 Apoth

this is a little bit risky, but there were high rated grinding teams like chaos, chaos dwarves and dwarves so I needed an apoth instead of a second RR. :-?

If you want some more RR I would suggest this:

4 Blitzers
1 Thrower
1 Ogre
5 Lineman

2 RR
5 FF

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Post by Zy-Nox »

Take the
4 blitzers
1 thrower
6 Linos
4 rr
whatever FF

I did :D
Havent looked back since, and am enjoying my first outing with humans :wink:
I'll post the link to them if you want

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Post by Longshot »

Ask LF: you need catchers!

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Post by gold_penguin »

I personally swear by catchers, and I usually play in a fairly bashy type league. I don't find that you end up too underpowered with catchers, but I guess it is all in the way you like to play the game.

If you are used to playing with a bashy team, then you can probably do without the catchers.

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Post by Skummy »

Catchers are very useful to the Humans. Their lack of armor is offset by their ability to complete block/dodge with their first skill. Their movement lets them get where they are needed, and believe me, you'll want catch on your team when facing some of the bashers. Humans can play passing or running, and on a 3 ag team, a catcher is key to a passing game.

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Post by Ixnatifual »

You could always try:

2 blitzers
1 thrower
1 catcher
7 linemen
4 rerolls
1 apothecary
8 fan factor

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Post by Skummy »

:D :D The very same roster I began with. First purchase is an Ogre, then Blitzer, Catcher, Blitzer, Thrower.

I'd have a full team now, if Both of my original Blitzers hadn't died on improbable blocks and failed apoths...

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Post by Trambi »

2 blitzers
1 thrower
2 catcher
7 linemen
3 rerolls
1 apothecary
6 fan factor
or
2 blitzers
2 thrower
2 catcher
6 linemen
3 rerolls
1 apothecary
4 fan factor

So you can run and pass :)

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Post by Grumbledook »

Depends on if you are playing a league or tournament side, blitzers are very useful early cause of block, catchers can be a liability until you can protect them early on.

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Post by D'Arquebus »

I think it would be a mistake to ignore catchers all together. While it is a good idea to look after them early on, you do not have to worry too much as defenses like tackle are not too prevalent this early.

With regards to a running game they are the most easily mobile assist you have to help shift the opposition. They also help with the main strength of the humans which is variability of play. Against the two fast teams you should slow the game down and run while trying to put their players out of the game. Even so the catchers can help you to keep up with the speed, and agility you will face. Against stronger teams they offer a faster game to score with and thus avoid your own players being removed.

Lastly, the catchers are a easy scoring chance in two turns. They will allow at least some of the blitzers to pick up defensive, rather then offensive, skills to help counter the gutter runners and catchers you will face.

This all in mind I would suggest:
3 Blitzers
1 Thrower
2 Catchers
6 Linemen
3 Rerolls
7 Fan Factor
(with posibly 1 LM exchanged for an apoth to protect the larger number of position players)

As you are in a short term league the more position players will help you to start out strong. Linemen are really a longer term option for advancement.
I started this myself in my league and they went 9 wins from 11 matches to start out.

Hope this all helps. Good luck.

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Post by Trambi »

D'Arquebus wrote:(...)
This all in mind I would suggest:
3 Blitzers
1 Thrower
2 Catchers
6 Linemen
3 Rerolls
7 Fan Factor
(with posibly 1 LM exchanged for an apoth to protect the larger number of position players)
(...)
or
3 Blitzers
1 Thrower
2 Catchers
6 Linemen
3 Rerolls
2 Fan Factor
1 Apo

Like that you have 6 positional players and 6 linemen

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Post by Rozman »

If you really don't want to use the Catchers (and I always do; I've been playing with a couple of Human teams);

1 Ogre
2 Throwers
2 Blitzers
6 Linemen
3 RR
6 FF
Apoth

The Ogre is pricey, but he really affects the way the other team plays, and by starting with him from game 1, he's more likely to get that all-important first advance (Block.)

Definitely get more players ASAP, even if it's just a Lineman, cuz if you're like me, you're gonna need them :-?

But, on the whole, I'd replace a Thrower with a Catcher and score as much as early as you can :)

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