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Larthos |
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Post subject: Requesting thoughts on Halflings
Posted: Apr 22, 2004 - 06:36 PM
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Joined: Apr 22, 2004
Posts: 3
Status: Offline
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I'll be coaching a Halfing team in our upcoming league, and while I don't expect to win every game , I'm wondering what comments I might get regarding starting out with a roster full of Halflings and no Big Guy.
Or should I start off with one Treeman or Ogre for the Halfling-fling?
Futility? Or just a touch of madness that might make it fun?
For those of you who wonder why I chose Halflings, it's because in our last league I went undefeated as Skaven. I want to keep things at least a little interesting for Flynthorn |
_________________ Here comes Peter Cottontail...
Hopping down the Bunny Trail...
The he finds that Claymore...
*BOOM*
End of story
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Post subject:
Posted: Apr 22, 2004 - 09:10 PM
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Joined: Oct 24, 2003
Posts: 1671
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Halflings can't field ogres, but you should definitely start with 2 treemen. As with any team, max out on rerolls and fan factor. I started my halfling team with 9 FF and 5 RR and posted a .500 season. |
_________________ They will slowly add bits of the vault in on each RR leading up to 2007, starting with LRB 4.0, so it will be a slow and agonising death for BB.
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Bevan |
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Post subject: Re: Requesting thoughts on Halflings
Posted: Apr 23, 2004 - 01:32 AM
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Joined: Feb 13, 2003
Posts: 194
Status: Offline
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Larthos wrote: I'm wondering what comments I might get regarding starting out with a roster full of Halflings and no Big Guy.
Or should I start off with one Treeman or Ogre for the Halfling-fling?
What sort of Halfling roster would have no Big Guy? You can't have more than 16 halflings and what would you do with all those rerolls, since you now get a free Master Chef?
Start with 2 Treemen to save your Halflings having to front up on the line every time. Throwing is a bit high risk so don't do it all the time, but the threat can keep opponents on their toes.
Make sure your opponents never have any rerolls. It's more fun for you. |
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Ryan |
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Post subject:
Posted: Apr 28, 2004 - 01:43 AM
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Joined: Mar 31, 2004
Canvey Island, Essex
Posts: 55
Status: Offline
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As it has been said Take your Treemen
A good Starting Roster I've found is
14 Halflings
2 Treemen
3 Re-Rolls
9 Fan Factor
1 Apothacary
40,000gp in the Bank
OK first of all that 40K in the bank will allow you to "Borrow" up to 3 of your opponents Re-Rolls (1 for the Master Chef and 1 more dice for each 20K spent).
The Apothecary is there for 1 reason and 1 reason only to SAVE your treemen. they may not go do that often but when they do go down you can be sure that your opponent will Foul him.
9 Fan Factor will pritty much win you anything FF related on the Kick off table (Pitch Invasions are a Nuffle Send). |
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Post subject:
Posted: Apr 30, 2004 - 05:34 PM
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Joined: Feb 10, 2003
Undisclosed
Posts: 2696
Location: Undisclosed
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Ryan wrote: 9 Fan Factor will pritty much win you anything FF related on the Kick off table
Not sure how you work that out, as most of my teams start with FF 9 as well. |
_________________ _____ and rankings - that is all
#27 of the "24 club" (due to some dodgy accounting)
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Ryan |
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Post subject:
Posted: Mar 28, 2005 - 12:34 PM
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Joined: Mar 31, 2004
Canvey Island, Essex
Posts: 55
Status: Offline
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Really the only other Teams I've played that start with a FF of 9 are other Flings and Gobbo Teams |
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GalakStarscraper |
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Post subject:
Posted: Mar 28, 2005 - 01:40 PM
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Ex-Rulz Committee
Joined: Feb 11, 2003
United States of America
Posts: 1562
Status: Offline
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Okay that HAS to be longest time someone has ever taken to respond to a response in a thread ... wow!
Galak |
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bhschenker |
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Post subject:
Posted: Mar 28, 2005 - 02:50 PM
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Joined: Mar 16, 2005
Posts: 2
Status: Offline
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I used to field a halfling team for fun back in 3rd edition before the big guy rules. It was tons of fun throwing halflings down the field. Basically, try to get two eithers on either side of the pitch down there. Throw one with the ball. If you fail, hope that your opponent can't reach the ball. your next turn either grab the ball with one of the halflings and/or use the other two to block/slow down your opponent while your halfling grabs the ball and scores. It's really fun to play throw the teammate no matter what you do after. |
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carmachu |
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Post subject:
Posted: Sep 27, 2005 - 08:21 AM
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Joined: Sep 27, 2005
Posts: 12
Status: Offline
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Being 3-0 in our current league with halflings, it really boils down to:
Take chances. Even if its reckless. You can get away with simple because its their nature. I've had opponents throwup their hands indisgust because of random luck.
Always put the ball in the endzone. Because no matter how many halflings are on their back or stomach, no matter how bad you position it on the board, a ball in the endzone resets everything. |
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Khaine |
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Post subject:
Posted: Sep 27, 2005 - 08:58 AM
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Joined: Sep 06, 2003
Posts: 193
Status: Offline
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I've always been interested in playign a halfling team, but stunty just scares me so much. But as has been said I can't even imagine trying to play with JUST halflings and no Big Guys. A person could just stack the line and put one safety in the back field and unless your playing against khemri or dwarves, you won't be able to outrun anything.... So you dodge past the line, he can blitz any halfing he chooses with a 2db... I don't know while halflinfg seem liks an incredibly fun team to play I don't think I would have the skill to play a team with obvious faults < low av stunty low movement>. |
_________________ Touch my Mini's and Pull Back A Stump!!!!!
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carmachu |
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Post subject:
Posted: Sep 27, 2005 - 09:29 AM
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Joined: Sep 27, 2005
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Well you do need the 2 treeman to hold the line. And they do that very well.
The key to halflings is the key to any dodgy team: get the hell out of the way. And stunty cuts both ways: 3+ to get out of any tackle zone, n o penelties....
you gotta take the good with the bad. |
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