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Khaine |
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Post subject: Human Tourney Team
Posted: Sep 08, 2003 - 08:42 PM
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Joined: Sep 06, 2003
Posts: 193
Status: Offline
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Looking for a good balanced human team for an upcoming 5 Game tourney with teams being reset after each game(Ladder). Was thinking something like this...
2 Catchers
1 Thrower
2 Blitzers
7 Lineman
5 TRR
1 FF
OR
2 Catchers
1 Thrower
2 Blitzers
8 Lineman
4 TRR
1 FF
There will be three skills at the begining of the tourney, And I am thinking 3 blocking lineman. Any other Suggestions?
I am limited on my Availible models to combinations of the above also have one more thrower, but I don't have a very good passing game. |
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Gertwise |
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Post subject:
Posted: Sep 08, 2003 - 10:41 PM
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Joined: Feb 14, 2003
Posts: 46
Status: Offline
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I vote for the 1st one. 5 TRR will come in more handy than 13 players. |
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Khaine |
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Post subject: Assistant Coaches
Posted: Sep 08, 2003 - 11:30 PM
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Joined: Sep 06, 2003
Posts: 193
Status: Offline
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This being my first Ever GW tourney, is there any point to coaching staff or cheerleaders, or are they a waste of gold? |
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JessicaDeJong |
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Post subject:
Posted: Sep 09, 2003 - 01:28 AM
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Joined: Mar 05, 2003
Posts: 8
Status: Offline
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Quote:
This being my first Ever GW tourney, is there any point to coaching staff or cheerleaders, or are they a waste of gold?
Waste of gold in game terms (usually), but it gives you the chance to show off you modeling and painting skills a bit more and gets your team noticed, so I usually take some! |
_________________ "It's amazing I won. I was running against peace, prosperity, and incumbency." - George W. Bush, June 14 2001.
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Doubleskulls |
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Post subject:
Posted: Sep 09, 2003 - 02:20 AM
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Ex-Rulz Committee
Joined: Mar 05, 2003
Undisclosed
Posts: 2627
Location: Kent, UK
Status: Offline
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Cheerleaders & Coaches are a waste of money.
My personal preference would be for
5 Line
2 Catchers
1 Thrower
4 Blitzers
3 TRR
3 FF
Lots of TRR are good, but when you've got skills like Sure Hands, Dodge & Catch you aren't using them too much.
Do you get any skills after the 1st 3?
If not I'd take Tackle on a blitzer, Strip Ball on another blitzer and one of: accurate on the thrower
kick on a line
dirty player on a line
block on a catcher.
If you do get more skills I'd take block on both catchers and tackle on one of the blitzers. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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Indigo |
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Post subject:
Posted: Sep 09, 2003 - 02:52 AM
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Da Warboss
Joined: Feb 12, 2003
England
Posts: 2168
Location: England
Status: Offline
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I took 4 blitzers to the BB and gave them all guard - worked REALLY well once I had 2 of them with it, but in hindsight I'd give at least one blitzer strip ball. Block on my catcher worked really well but I gave it too late for it to be any good.
I only took 1 catcher and paid for it - 2 are essential.
I'm taking the exact same team Ian has described above to cambridge so I'll let you know how it works out. |
_________________
NAF #60
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lackey |
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Post subject:
Posted: Sep 09, 2003 - 03:06 AM
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Joined: Jul 04, 2003
Posts: 19
Status: Offline
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Would it not be better to take an apothocary instead of the 12th lineman?
I'm considering taking a human team to cambridge as well
3 line
3 catchers
1 thrower
4 blitzers
1 aptho
3 trr
1 ff
though I'm worried that 3 st2 players may make this quite weak in defence. Perhaps take an extra thrower instead. |
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Indigo |
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Post subject:
Posted: Sep 09, 2003 - 03:11 AM
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Da Warboss
Joined: Feb 12, 2003
England
Posts: 2168
Location: England
Status: Offline
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I toyed with the idea of taking a 3rd catcher, but had the same reservations. |
_________________
NAF #60
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Post subject:
Posted: Sep 09, 2003 - 04:22 AM
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Joined: Feb 10, 2003
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Posts: 2696
Location: Undisclosed
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IMO, a apoth is a better purchase in a tourney than a 50k lineman, but I know other disagree. |
_________________ _____ and rankings - that is all
#27 of the "24 club" (due to some dodgy accounting)
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Doubleskulls |
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Post subject:
Posted: Sep 09, 2003 - 05:57 AM
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Ex-Rulz Committee
Joined: Mar 05, 2003
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Posts: 2627
Location: Kent, UK
Status: Offline
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I took a 3rd catcher to Amsterdam, but decided it was a waste of money and the 20k would be better in FF.
As for the apoth - well the argument is tight but I just don't like them (failed 4/5 in my 1st tournament) so I'd rather have extra players. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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Tutenkharnage |
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Post subject:
Posted: Sep 09, 2003 - 06:18 AM
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Joined: Feb 11, 2003
Posts: 620
Status: Offline
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The longer the tournament, the less valuable the Apothecary becomes. Remember, they generally come into play only in the event of a casualty - and even then, only if you can roll a 2 or better on your D6. In a 4-game tournament, the odds of passing all four D6 rolls are less than 50%. And you might not even have occasion to use the Apothecary if you suffer a lot of knockouts - but the 12th player is always a good, solid bet to replace an injured player.
Regarding skills, focus on Accurate, Guard, and another Guard to start. Get Strip Ball shortly after that. Get Dirty Player as well.
And where's the Ogre? I'm surprised no one's suggest a lineup that features one.
-Chet |
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Indigo |
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Post subject:
Posted: Sep 09, 2003 - 06:25 AM
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Da Warboss
Joined: Feb 12, 2003
England
Posts: 2168
Location: England
Status: Offline
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I was going to have one, but it meant I only had 11 players and I felt I suffered at the BB because of it.
What I DID have in mind was
1 Ogre - 120k
4 Blitzers - 360k
1 Thrower - 70k
2 Catchers - 140k
3 Linemen - 150k
3 RR - 150k
1 FF
I could drop a RR to get a lineman maybe... whaddya think? |
_________________
NAF #60
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Deathwing |
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Post subject:
Posted: Sep 09, 2003 - 07:39 AM
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Former President
Joined: Feb 10, 2003
England
Posts: 1289
Location: England
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Longfang had good success running with 3 catchers in 1,100K tournies, depends on your style I suppose.
With regards to apoth v. extra lineman, I like the apoth. Reasons are the options it brings. It's all very well having an extra lineman to bring on when your Guard Blitzer or sole Thrower is in the BH box, but I'd rather have the option of protecting my key positional players.
I've also been known to use my apoth on a KO or even a stun (on the last turn of a half) if putting a player face up means the difference between the chance of scoring or preventing a TD. And the longer you go in a game without using the apoth the greater scope you have to use it in this manner. If you're down to the last few turns then why not use it on a KO?
A man in the reserves box won't help you any then.
In a environment where teams reset, an apoth is much more of a 'throwaway' option than in a league where it makes more sense to save them for SIs. |
_________________ Ex-UK NTO,ex- Senior Tourney Co-Ordinator, ex-VP and ex-President....because Lycos says that new members don't know who I was..
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Post subject:
Posted: Sep 09, 2003 - 07:48 AM
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Joined: Feb 10, 2003
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Posts: 2696
Location: Undisclosed
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Have to agree with DW. I had a apoth for the BB (with a skaven team), and I was glad I did for keeping the SV, GR or thower on the pitch |
_________________ _____ and rankings - that is all
#27 of the "24 club" (due to some dodgy accounting)
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Khankill |
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Post subject:
Posted: Sep 09, 2003 - 10:04 AM
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Joined: Feb 10, 2003
United States of America
Posts: 105
Location: United States of America
Status: Offline
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I like the 12th man. It more "I got caught fouling" insurance than anything else for me. |
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