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Post by Dent on Aug 18, 2011 10:29:31 GMT 9.5
Before I put the team on the official Spread sheet, comments please. Looks like I may be taking this to SSB. Attachments:
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Post by alex on Aug 18, 2011 22:17:03 GMT 9.5
not too bad. a few ideas; I don't like wrestle on catchers because if you have the ball and get hit a both down will make you loose the ball. if you have block you will stay up. I think block is good on catchers and wrestle is good on defensive players. I think with a human team will need an extra reserve. you might have.quite a few games against hitty teams. the.guard will help you stand up to them much of the time but overall you'll need to rely on your catchers to score 2 or 3 times.
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Post by Dent on Aug 18, 2011 23:08:59 GMT 9.5
I intend to use them as Cacther/blitzer, with their high speed, and dodge, they can get to players down field.
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Post by alex on Aug 19, 2011 11:12:57 GMT 9.5
the str 2 will hurt against many of the teams you'll be hitting, ok if they are specialized for gutterrunners, skinks etc but dwarf runners, elf throwers, hobgoblins etc it'll be two dice their favour unless you give them dauntless instead. For a guy who hunts the ball carrier down field I like tackle on a blitzer, or maybe strip ball. Personally I'd focus on skilling up to score easier, rather than stopping them, but that is purely a matter of personal style and playing philosophy. I think you'll have to win by scoring freely and slowing down the oposition on defence. Your catchers will be a target, str2 av7, I'd give them ALL block before I did anything else with theskills. just my preference and playing style
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Post by kanga1869 on Aug 23, 2011 15:26:03 GMT 9.5
I generally think Humans need to be played like retarded Elf's and not weaker ORC's. Therefore if you focus too much on STOPPING the opponent, you are disabling your attacking potential. MV-8 is significant.
Wrestle on catchers will get them STOMPED on once they are down ( or dropping the ball ). You could use 1 for attacking and 1 as a safety (Block or Diving Tackle) if that was the intent. But Wrestle is not a skill I would look at for a ball carrier or a ST2 player. Handy on 1 of your linemen however.
2 Thrower's is an interesting one in a tournament. You do not need two players to fetch the ball if you place KOR on 1 thrower ( you not see a lot of Kick), but if you are concerned about losing one which is a fair point, I would place Block on the 2nd one and use him as a "talented" lineman when not acting as the backup. ( and then concede you are wearing $40K as a backup for his starting skills ). He makes a handy player to have around when the opposition drop the ball also.
Guard is probably OK on an OGRE in a Human side, given he will not be as stationery as some other big guys ( like Trolls in an ORC side ). If you plan on using him as a BIG SPEEDHUMP then this looks good, as I would not normally throw Block on the OGRE given the Human Blitzers are pretty good for doing the Blitzing on this side.
As Alex said, depends on your play style, but given Humans are adapable and cheap, I would personally go with that theme and balance attack/defence. I would have "Backup" players such as the 2 throwers above and utilise the ability of the catchers to maximise that MV-8. Sure feet on one of those guys will see him being played "comfortably" as an MV-10 player by you which is damn scary to deal with given you do not have to get as far into enemy territory for the next turn touchdown with him.
I would be keeping my catchers out of the way of others if possible, so only 1 with Block, 1 with Surefeet ( and you protect him ).
1 Blitzer Blodger to get into the packs without fear and customise 1 to take down the ball carrier either Tackle or Stripball ( I prefer Tackle given the amount of surehands on professional ball carriers normally found at tournaments ).
And you have too much guard there. If you try to throw your weight around with Humans, there will be a few Orc/dwarf/Norse sides out there happy to throw punches back. So a bit of wrestle to open up the line rather than all that guard might suit your higher movement.
Again you can do all sorts with Humas so depending on your style, adjust them to that. But I personally would keep them adaptable at SSB and have them able to bully an Elf side whilst taking hits from an Orc side. ( So Tackle/Wrestle combo ).
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Post by alex on Aug 23, 2011 17:42:47 GMT 9.5
2 Thrower's is an interesting one in a tournament. You do not need two players to fetch the ball if you place KOR on 1 thrower ( you not see a lot of Kick), but if you are concerned about losing one which is a fair point, I reckon that 1 of anything is a target, particularly if it is a player who is integral to your scoring method, a plucky wardancer or witchelf will get picked on every time if there is just one of them. Against a passing team, when I have the ball I just go for the thrower if there is only one of them, the number 1 goal of the drive is to score, #2 is to kill/maim the thrower. For the cheap price of 70,000gp I would take 2 if it was me. I would definately go with 4 blitzers, as many catchers as possible, and I'm not sure about the big guy, seems like there is potential, but I've never had one on my human sides I'd need to playtest to see what benefit he is. I haven't really played with humans much at all so take my opinion with a pound of salt.
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Post by guppyshark on Aug 31, 2011 22:33:08 GMT 9.5
Rename team to Atland Falcons
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Post by Dent on Sept 11, 2011 14:44:12 GMT 9.5
Well Ogre in and done, Reroll. Turn and Score Marker done.
But the question is, Is leap worth taking on a catcher?
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Post by guppyshark on Sept 12, 2011 10:28:36 GMT 9.5
4+ on an AG3 player, right? I don't like those odds.
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Post by alex on Sept 12, 2011 15:57:02 GMT 9.5
leap isn't the most reliable of skills, lol.
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Post by chris on Sept 12, 2011 19:22:38 GMT 9.5
Unless your Mark
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