Best teams for TV less than 130 ?

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Hegel
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Best teams for TV less than 130 ?

Post by Hegel »

Which teams perform best at lower team values and are easy to keep there as well ? We have a perpetual open league running, and we every now and then get new coaches involved. I´d like to have one or two teams in the lower TV range to be able to offer them matches without heavy inducements. Most of my teams went quickly above 150 (necros, humans and dark elves), or died quickly and painfully (wood elves). I thought about skaven, dwarves or chaos dwarves. Elf teams get too expensive too quickly (or die), lots of the other teams also need a lot of skills and/or additional expensive players to perform well....

Any suggestions ?

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Don__Vito
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Re: Best teams for TV less than 130 ?

Post by Don__Vito »

Pact and Amazons spring to mind as horribly easy to keep low TV whilst remaining brutally effective. If this was for a cut throat league I'd suggest them, possibly Dwarves or Norse too?

However, if this is for a new guy to introduce them to the game then why not Halflings of Goblins? If you're keeping them bloated then they won't get the inducements that make them great against new players (Deeproot and Chef for Flings, Bribes and Stars for Goblins). Ogres tend to bloat quickly, Underworld aren't a bad shout either?

If you don't fancy Stunty then maybe something like a Khemri team where you try and build a pass/catch combo of players and sack everyone else after one skill? Depends on how competitive you want to be against the new guys?

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Re: Best teams for TV less than 130 ?

Post by babass »

Why not underworld?
funny to play
very cheap players.
and only some of them will survive, and will be your starplayers: the blitzers (which are great with access to G S and M on simple!), the troll (the cheapest bigguy of the game, and has access to M on simple), and your thrower (in all my underworld team, the 2 skaven linemen are used to die/retire ofen...)
at same TV level, you have more skills as you opponent.
if you play against higher TV, you have access to many cheap starplayers (glart, fetgliz and the gutter)
if you play agaist rookie coachs/team: you let them a chance to win ;)


else, if you want a very efficient team at low TV, Amazones is the #1 choice.

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Re: Best teams for TV less than 130 ?

Post by Elyoukey »

i think it depends if you want to perform with those team or just want to hook the rookie coaches.
i would not recomand a stunty team (gob) because there is a bunch of special rules that a rookie coach would not correctly understand and i don't think that having a lot of exception rules is a good way to welcome new players.
ie: oh yes to dodge you have to count how many tackle zone but my player does not... and usually i would fall with this dice result, but my player does not ...

i think best sparing partnair is human, you can keep them at low tv by firing players.

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Hegel
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Re: Best teams for TV less than 130 ?

Post by Hegel »

Some of the coaches starting in our league aren't rookies, they are coming back from other systems or after long breaks. Others are rookies in blood bowl but experienced tabletop players, which means they´re usually getting used to the game pretty quickly. I don´t fancy stunty teams (although I´m thinking about setting up a stunty leeg division, but that´s another story) and although I´d like to be able to introduce people to the game I´s also like to be competitive.

Summing up what has been written so far, there are
  • Amazons (mentioned twice, seem to be very competitive, cheap players, a pain in a** for most opponents except dwarves because of mass tackle)
  • Pact - I really don´t get the concept. Three big guys, some marauders and the dark elf, plus rerolls and some much needed skills will push them quickly to higher TV. Why are they considered so effective at lower TV ?
  • Dwarves - get all positionals plus a ton of starting skills at TV100, but are slow...
  • Norse - block around the clock but made of glass ? I wouldn´t know how to play them and survive.
  • Underworld - sound very funny, mutating gobbos, TTM, but do they stand a chance vs other rookie teams mentioned here ?
  • Humans (not very interesting because I already have a humans team in that division, they just reached TV150 pretty quickly and so are out of scope for starters - maybe I should have avoided the ogre...)

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Don__Vito
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Re: Best teams for TV less than 130 ?

Post by Don__Vito »

Pact being min/max'ed involves ten Marauders and one Dark Elf. Those Marauders get as much CPOMB as possible while the Delf becomes your ballhandler. Works best in a perpetual league which is why it is so popular on FUMBBL.

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Hegel
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Re: Best teams for TV less than 130 ?

Post by Hegel »

That sounds pretty boring to me...

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Re: Best teams for TV less than 130 ?

Post by Don__Vito »

Great! I'll remember not to reply to your posts again...

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Hegel
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Re: Best teams for TV less than 130 ?

Post by Hegel »

no offense meant, sorry for that. Pact sounds like unique fun with three (or at least two) big guys, and the idea of ten marauders and a dark elf instead of that is not very thrilling, no matter how effective that might be.

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Re: Best teams for TV less than 130 ?

Post by mattgslater »

I disagree. Marauders have so much access, there's almost an infinite variety of builds.

But at really low value, Zons, Norse, and Humans are my favorites. Orcs and Dark Elves do well too.

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Re: Best teams for TV less than 130 ?

Post by Darkson »

If it's more about having low TV teams for new (or returning) players, why not just keep rosters of teams while they're still in the low-TV range? Sure, the game might not count for the old coach in the league, but surely that's better than making new coaches face min/maxed low-TV rosters?

I did that when I knew we'd have a few players a month or so into a league we were running - seemed to wrk ok (though in fairness, our TV's weren't huge on the developed teams).

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Re: Best teams for TV less than 130 ?

Post by Aliboon »

Amazon, Orcs, Human, Norse, Undead or either of the dwarf teams are good at low tvs and should be ok playing up.

Ive heard min-maxed pact are good at low tvs in a matched tv environment, but not I suspect in a more open league if they have to play up a lot, same with min-maxed CDs.

All of the elves and skaven would also be good at those tvs and can play up, but they are tough to keep low cos they are squishy and skill up quick, so you cant afford to sack skilled players.

Or play some gobbos or flings. Virtually impossible to get above 130tv! And you really need to play up to get the tasty inducements.

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Re: Best teams for TV less than 130 ?

Post by Darkson »

I think the question is teams good to keep at low TVs to play new coaches, not ones to play the high TV teams.

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Re: Best teams for TV less than 130 ?

Post by Chris »

I would second underworld. Hard to get their TV up and keep it up if luck is against you. Lots of fun with mutated goblins. Otherwise humans with no Ogre? Then Norse with no big guy and of course dwarves. Who are dwarves for better or worse. Another option is Chaos Dwarves with no big guy. Play with a small squad and limit re-rolls once the bulls have block, can manage them at around 130 with few problems.

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Re: Best teams for TV less than 130 ?

Post by mattgslater »

Multiple divisions handles this well. Start the young teams out against each other until they get to a certain point, include a couple rookie "ringer" teams with coaches also running higher-TV teams to work this out. Then after 3-6 games, turn them loose on the developed teams.

But at 1.3M, want people to love you? Play Underworld. Want them to hate you? Play Chaos Dwarfs, don't take any Bulls or Minos. 6 Dorfs (3-4 Guard+MB or Claw, 2-3 ClawPOMB), 6 Hobs (2 ballers, 1 DP, 2 Wrestlers/fodder, 1 special), 2 RR, Apo, FF, 15 or so improvements. Pact work well too. A Block Marauder is only 70k, like a Human Lineman. But unlike a Human Lineman, who stops being a sweet value after 1-2 skills, the Marauder stays a good value. You lose a little in the RR department, but the saved doubles value and the ability to decide which players to give which skills as they go up is more than worth it. Many a Human team has been floored because all the special stuff went to the Blitzers and all the MVPs went to the Linemen and turned into a sea of normal rolls. But if you play all-Marauder Pact, everybody is a Blitzer, so it doesn't matter whose track goes haywire with stats and stuff.

Mutations cut both ways. Want a 130k team built to play rookies? Load up on Foul Appearance! Want to just kill them? 12* Marauders, 2 TRRs, a Leader and an APO is only 810k: of the remaining 500k, a Block/Frenzy/ClawPOMB is only 20%, you can easily have two if the other guys mostly just have like Block and Guard, with a little T/MB love.

*Wanna kill? 12 > 11. Lets you foul for cheaper, gives you more bodies in 2nd half. Don't let the minmaxers fake you out: it's a 16-turn game. One 50k ST3 AG3 reserve is worth it.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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