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Strategy and Tactics - LRB 5.0 Tourney rosters

Spazzfist - Oct 19, 2006 - 05:37 PM
Post subject: LRB 5.0 Tourney rosters
I had seen something like this done on TBB for the LRB 4.0 rosters, and thought it was a great idea (saves the same questions being asked over and over again!)

But wondering if people would like to contribute their own ideas of what makes good teams at different TR levels for the new LRB 5 system.

Please add on the team rosters that you have tried out, so that we can compile this resource. I am currently unable to get onto TBB so if this is already going on there, then maybe people could cut and paste, (but credit the person who posted the team). That would be excellent!

Mordredd's 1.1M Chaos roster at Spiky was:
1 Minotaur
4 Warriors
6 Beastmen
3 TRRs
FF 1

Mordredd's 1M Chaos roster:
4 Warriors
7 Beastmen
3 TRR
FF 0

Notorious JTB's "Necro Light (speed)"
2 x wight
2 x ghoul
2 x were
5 x zombie
3 x RR
3 x FF
(lacks the punch of the golems but a very quick and skilled team nonetheless). This does allow 3 RR also, however.

Notorious JTB's "Bashy Necro"
2 x golem,
1 x wight
1 x ghoul
2 x were (Block + Block at start)
5 x zombie
2 x RR
4 x FF

Notorious JTB's "Compromising Necro"
1 x golem,
2 x wight
2 x ghoul
2 x were
3 x zombie
2 x RR
3 x FF
Primesupreme - Oct 20, 2006 - 05:37 PM
Post subject:
My current DE lineup is as follows.

4 Blitzers
6 Line Elfs
1 Runner

1 Apoth
5 FF

I didn't take any RR's cause Khaine protects those from violence that do it unto others.
Ronnie - Oct 21, 2006 - 02:48 AM
Post subject:
      Primesupreme wrote:
My current DE lineup is as follows.

4 Blitzers
6 Line Elfs
1 Runner

1 Apoth
5 FF

I didn't take any RR's cause Khaine protects those from violence that do it unto others.



why have an apoth in a tourney? It doesn't do any good, especially when the apothed player goes in the BH box instead, might as well go with a reroll and get leader with the runner to gain 2 rerolls
Mordredd - Oct 21, 2006 - 11:38 AM
Post subject:
I started our league's DElf team off with:

1 Runner
1 Witch Elf
1 Assassin
2 Blitzers
6 Linemen
2 TRRs
FF 0

It has worked out pretty well so far having 2 wins and a loss after 3 games. I think if I were to take DElfs to a 1M tourney I'd stick to that line up myself.

      Ronnie4655 wrote:
why have an apoth in a tourney? It doesn't do any good, especially when the apothed player goes in the BH box instead...
Any player that's BH after the apothecary INJ RR is fully healed and goes in reserves. But in a tourney the most useful function of the old apothecary was keeping the player on the field, so it's probably not worth taking one anyway.

      Primesupreme wrote:
I didn't take any RR's cause Khaine protects those from violence that do it unto others.
Yes, but when Nuffle *ss rapes you for not taking any TRR back up it won't be much comfort knowing that he used Khaine as a prophylactic. Wink Honestly, my favourite type of tourney opponent is one too stupid to take any TRRs on an Elf team so I'd say definitely swap both the apothecary and the FF for 2 TRRs.


My 1.1M Chaos roster at Spiky was:

1 Minotaur
4 Warriors
6 Beastmen
3 TRRs
FF 1

And that worked out quite well I felt. I don't think I'd change it (even if I got round to painting enough Beastmen so that I could). I doubt that I'd bother with taking Chaos at 1M, but if I did I think I'd go for:

4 Warriors
7 Beastmen
3 TRR
FF 0
Primesupreme - Oct 23, 2006 - 11:29 AM
Post subject:
      Ronnie4655 wrote:
      Primesupreme wrote:
My current DE lineup is as follows.

4 Blitzers
6 Line Elfs
1 Runner

1 Apoth
5 FF

I didn't take any RR's cause Khaine protects those from violence that do it unto others.



why have an apoth in a tourney? It doesn't do any good, especially when the apothed player goes in the BH box instead, might as well go with a reroll and get leader with the runner to gain 2 rerolls


Good Point..usually play leagues..and that is my league roster..sorry bout that.
Spazzfist - Nov 20, 2006 - 10:06 AM
Post subject:
Would also be interesting to hear what the coaches would feel to be the likely skill progression for these teams.

I know I have heard that some people prefer to take wrestle as oppose to block for some of the elf teams, and would like to know how that works out.


Spazz
Xeterog - Nov 21, 2006 - 09:51 AM
Post subject:
Dwarf 1mil
2xBlitzers
2xSlayers
2xRunners
6xBlockers
2xRR

Guard, Guard, Mighty Blow, Guard, Guard, Guard...play to your strength...blocking...

In previous versions of LRB, I'd have taken an apothecary and 2 FF instead of the 6th blocker. Dwarves are great at blocking, but suffer more and more as their numbers dwindle from casualties, so preventing one really seemed to help. Now that the apothecary does not return you to the pitch, it seems to be a waste in LRB5 tourneys...so I opted for a 12 dwarf roster as a protection against losing in the casualty department.

I'd be real tempted to replace the 6th blocker with a 3rd RR and 1 CL and 1AC...and either a FF/AC/CL depending on my mood at the time (probably a FF just because that is how I start a league dwarf team)
Rodders - Nov 21, 2006 - 10:00 AM
Post subject:
Last tourney 1.1mil i took

Norse

8 line
1 runner
2 berzerkers
1 ulf
1 snowtroll
3 RR
0 FF

skills were Block on ulf, sure hands on runner, MBon 1 berzerker , mb on ST, Mb on berzerker, wrestle on line (1 skill before game 1)

you need to make sure the opposition stay down and the ST is a big distraction for the opposing coach (so big I'm thinking of painting a target on him) it worked to a certain extent got best of the rest
Utak - Dec 03, 2006 - 02:53 AM
Post subject:
I played 2 LRB 5.0 tourneys with my Necros so far, this is the setup I used:

1M
2 x wight
2 x ghoul
2 x were
6 x zombie
2 x RR
2 x FF
2 x Cheerleader
2x Asst. Coaches

1.1M
2 x wight
2 x ghoul
2 x were
2 x golem
4 x zombie
2 x RR
0 x FF
1 x Cheerleader
1 x Asst. Coaches
sann0638 - Jan 14, 2007 - 03:48 PM
Post subject:
Sorry if this is an obvious question, but should I definitely have 5 ogres in an ogre team? I'm a complete tournament rookie.
Spazzfist - Jan 14, 2007 - 07:00 PM
Post subject:
Hopefully just a "tournament" rookie, as ogres can be a tough (and frustrating) team to play!

Having never played them in a tourney, I will leave the more absolute answers for those who have played them, but I would think that you would really want to capatalize on your strength advantage over other teams.
Vinz_D - Feb 18, 2007 - 02:02 PM
Post subject:
The current setup of the Skaven team I'm using at tournaments (TV110).

1x rat ogre
2x stormvermin
4x blitzer
5x linerat
3x re-roll
1x cheerleader

For skill progression I usually aim for a linerat with kick, block on my gutter runners and (when 'doubles' being a part of progression) block for my rat ogre a.s.a.p.

Greetz
Spazzfist - Feb 18, 2007 - 03:34 PM
Post subject:
      Vinz_D wrote:
The current setup of the Skaven team I'm using at tournaments (TV110).

1x rat ogre
2x stormvermin
4x blitzer
5x linerat
3x re-roll
1x cheerleader

For skill progression I usually aim for a linerat with kick, block on my gutter runners and (when 'doubles' being a part of progression) block for my rat ogre a.s.a.p.

Greetz


No gutter runners? Shocked They are the heart and soul of the skaven scoring machine!
angryrob - Feb 18, 2007 - 04:20 PM
Post subject:
I hope you mean
2 blitzers
4 gutter runners
Spazzfist - Feb 18, 2007 - 04:49 PM
Post subject:
Thanks man, I missed that one!
angryrob - Feb 18, 2007 - 07:08 PM
Post subject:
How about Canadian Open 07
Team value 125
Human

4 x Blitzers - +1Str (80k each)
2 x Catchers - Block (30K each)
1 x Thrower
4 x lineman
2 x reroll
0 FF

4 x Blitzers - Guard (30k each)
3 x Catchers - Block (30k each)
1 x Thrower - Leader, (30k)
4 x Lineman
2 x reroll
0 FF
Maybe an +1AG on a Catcher
So many opions with this format, should be some interesting teams
Vinz_D - Mar 07, 2007 - 07:28 AM
Post subject:
      angryrob wrote:
I hope you mean
2 blitzers
4 gutter runners

Bugger, that was indeed what I meant...

Greetz
Azoth - Mar 07, 2007 - 08:24 AM
Post subject:
I'm intending to use:

Undead TR 100
2 Mummies
4 Ghouls
2 Wights
3 Skelletons
3 RR
1 AC
1 CL
0 FF

The weakness is the mass on AV7 players plus the disadvantage not having BLOCK on the most potent blockers...

Alternatively:
Undead TR 100
2 Mummies
4 Ghouls
2 Wights
1 Skelleton
2 Zombies
3 RR
0 AC
0 CL
0 FF

Would you guys prefer one over the other?

Azoth
Mootaz - Mar 07, 2007 - 09:16 AM
Post subject:
      Azoth wrote:
Would you guys prefer one over the other?Azoth

Number 2 for sure. One thing that is a real problem for Undead is being outnumbered.
With 3 Skeletons and so many Ghouls this will happen for sure.
I'd even drop a Ghoul or a RR to get as many Zombies as possible to have 12 players. It is okay to have the "spare" players as Skeletons, but I'd never put in any Skeletons on my "starting" roster.
Vinz_D - Apr 10, 2007 - 04:57 AM
Post subject:
Nurgle's Rotters @ TV110:
- 1x beast of nurgle
- 2x nurgle warriors
- 4x pestigor
- 5x rotter
- 3x re-roll
- 1x cheerleader

Greetz
Tim - Apr 11, 2007 - 07:35 AM
Post subject:
My TV1,0M Dungeonbowl Roster, allowing Stars:

1 BC
6 CD
5 HG
Nobbla
2 RR
1 whatever

Worked fine, many opponents were surprised this fits into 1 Million.
Buggrit - Apr 12, 2007 - 09:42 AM
Post subject:
My 1.1 Norse Roster (with compulsory TR of 5)

1 Snow Troll
2 Berzerkers
2 Ulfenwerers
1 Runner
5 Linemen
2 Re-rolls
1 Apoth
FF 5
(if it were a non FF5 team then I'd probably ditch the FF and Apoth and have a couple of extra Linemen)
Wosret - Apr 15, 2007 - 03:18 AM
Post subject:
My Khemri Roster

1.1M Tourney
3 Mummies
2 Throw-Ra's
2 Blitz-Ra's
6 Skeletons
3 RR
4 FF
1 Assiaatant coach
1 Cheerleader

For skills
Acurate, Block on Throw-ra's
MultyBlock on one Mummy
And depending on teams participating Block, Block on Skeletons or Guard, Guard on Blitz-Ra's

1.0M League
3 Mummies
2 Throw-Ra's
2 Blitz-Ra's
4 Skeletons
3 RR
2 FF But possible 20K cash was not familiair with the Inducemnts back then
Rottweilerrme - Apr 30, 2007 - 08:36 AM
Post subject:
I use these for my TR 100 Lizards

1-Kroxigor
5-Skinks
5-Saurii
2-RR
2-FF
1-Cheerleader
1-Assistant Coach

-or-

1-Kroxigor
4-Skinks
6-Saurii
2-RR
2-FF
stick_with_poo_on_the_end - May 03, 2007 - 07:58 AM
Post subject:
      Tim wrote:
My TV1,0M Dungeonbowl Roster, allowing Stars:

1 BC
6 CD
5 HG
Nobbla
2 RR
1 whatever

Worked fine, many opponents were surprised this fits into 1 Million.


Stick, shudders with the memory! Crying or Very sad
Spazzfist - Dec 22, 2007 - 09:37 AM
Post subject:
I prefer the zombies to skellies and would most likely go with the following:

Undead

2 x mummies
2 x wights
3 x ghouls
4 x zombies
3 x RR
2 x FF
Spazzfist - Aug 01, 2008 - 08:33 AM
Post subject:
Could people who have experience with the Slann, Chaos Pact and Creepers teams please post some of their suggestions?
Taxal - Aug 12, 2008 - 05:46 PM
Post subject:
      sann0638 wrote:
Sorry if this is an obvious question, but should I definitely have 5 ogres in an ogre team? I'm a complete tournament rookie.


Having played a few tournies with the Ogres....I would highly advise you take the full 6 Ogres on the roster. Snotlings are border line useless, but they are the ones that will score for you (if you have any left after three turns). Just with the bone head rolls you will be making I have found that at least one will be every turn on average.

The team was better with Gobbos, but they can still be a force to reckon with. At least if you have the right skill choices.
sann0638 - Aug 13, 2008 - 03:36 AM
Post subject:
No way! 4 ogres for me, lots of snots, a few rerolls. Each to their own though Smile
Tripnip69 - Nov 04, 2008 - 02:59 PM
Post subject:
I am going to a tourny soon and am going to use my Norse. I was thinking of using this:
-1 Thrower
-1 Runner
-1 Ulfwerener
-1 Berserker
-1 Snow Troll
-6 Linos
-3 RRs
-1 Assistant
-1 Cheerleader

Would like comments and critiques.
AK_Dave - Nov 04, 2008 - 04:53 PM
Post subject:
The way I see it, you need RRs on Norse mostly for picking up the ball and catching it. So how many RR to take, in my mind, depends on the format of the tournament. If you'll advance skills during the tournament, maybe fewer RR are needed. Norse hit hard but bruise easy. I tend to play conservatively so I tend to think 2RR is plenty, but Norse probably benefit from a non-conservative gameplan. The only player on the Norse team that I'm not impressed with is the Ulfwerener. ST4 w/ Frenzy? I don't know about that. Just seems overpriced @ 110K.

So I'd be thinking about:
1 Thrower
2 Runners
2 Berzerkers
1 Snow Troll
5 Linos
3 RRs

But a lot of that is dictated by the fact that when I kitbashed my Norse team out of various plastics a few years ago, thats all that I assembled before I quit, painted them, and put them on a shelf. That and 2 Ulfwerener, but I'm not impressed by them (or the models).
Spazzfist - Feb 28, 2009 - 09:48 AM
Post subject:
Any suggestions for the elf teams at a 100K tourney? Would appreciate lineup and skill choices.
striknein - Feb 28, 2009 - 11:11 PM
Post subject:
Wood Elf Tourney Roster:

4x Catchers
2x Throwers
5x Linos
2x Rerolls
1x FF

This worked really well for me at my last three-round tourney.
Doubleskulls - Mar 01, 2009 - 07:29 PM
Post subject:
Ouch. No war dancers?

2 WD, 3 Catchers, 1 Thrower, 5 Line, 1 RR.
Spazzfist - Mar 01, 2009 - 08:04 PM
Post subject:
So what would some of the regular skill choices for the Woodies be?
striknein - Mar 02, 2009 - 06:03 PM
Post subject:
      Doubleskulls wrote:
Ouch. No war dancers?

2 WD, 3 Catchers, 1 Thrower, 5 Line, 1 RR.


I run a similar roster during league play. My tournament strategy usually involves outscoring my opponent more than it does preventing a touchdown.
striknein - Mar 02, 2009 - 06:12 PM
Post subject:
      Spazzfist wrote:
So what would some of the regular skill choices for the Woodies be?


Accurate for my thrower, followed by Dump-off and Leader if possible.

Block for my catchers, followed by Sidestep if possible. One of them will get Strip Ball if they can.

Linemen get Dodge, and one of them will get Guard if possible.
Doubleskulls - Mar 04, 2009 - 11:52 PM
Post subject:
Tournament skills?
Strip Ball on a War Dancer
Kick on a line elf (many take this first)
Leader on a thrower
Tackle or Frenzy on the other war dancer
After that I'd take block on catchers or wrestle on line elves.
Grab or Guard are good on a tree.

Well at CanCon I finished the tournament with all 4 catchers and 2 war dancers. I won my last four games 4-0. Catcher really really make a big difference on defence since there aren't many places they can't get to.
Spazzfist - Aug 23, 2009 - 11:07 AM
Post subject:
What would the standard skill choices be for a dwarf team? (For the different positions, and first and second choices please!)

Please also mention if you would take the attribute increases, what you would take on doubles.
nyarlathotep - Aug 23, 2009 - 11:35 AM
Post subject:
Guard.
All times are
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