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|0-2||Berserkers||6||3||3||7||Block, Frenzy, Jump Up||GS||AP||90k|
|0-1||Snow Troll||5||5||1||8||Loner, Claw, Disturbing Presence, Frenzy, Wild Animal||S||GAP||140k|
|Re-Rolls||60k (120k after team creation)|
|Stars available for inducement|
|Boomer Eziasson||4||3||2||9||Loner, Accurate, Block, Bombardier, Secret Weapon, Thick Skull||60k|
|Helmut Wulf||6||3||3||8||Loner, Chainsaw, Secret Weapon, Stand Firm||110k|
|Wilhelm Chaney||8||4||3||8||Loner, Catch, Claws, Frenzy, Regeneration, Wrestle||240k|
|Zara the Slayer||6||4||3||8||Loner, Block, Dauntless, Dodge, Jump Up, Stab, Stakes||270k|
|Icepelt Hammerblow||5||6||1||8||Loner, Claws, Disturbing Presence, Frenzy, Regeneration, Thick Skull||330k|
|Morg 'n' Thorg||6||6||3||10||Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate||430k|
Any players with AV 7 (and even the 2-3 with AV 8) are fragile, and fragile players take Casualties. Your only options to address this are
All these options are valid, but the last is best if you are in a predictably "safe" environment, like a "soft" league. Linemen cost no more than an Apo, but losing some of the more expensive positionals can leave you with a team that must be retired early. Proceed with caution.
As for RR's, although the majority of your team will start with Block, the two Ulf's (and the Snow Troll if you take one) will not - those unskilled Frenzy-ers, plus Ag 3 ball handling, can drain RR's very quickly. 4 RR's may(?) be one too many for a fully developed team, but may not be for a starting team or new coach.
Throwers are debated - with only Ag 3, no true "Catchers" on the team, and only 2 players with normal A access, some coaches see them as nothing more than an expensive lineman. It's strongly recommended that you do not take a Thrower with a starting roster, as in early games they are unreliable on offense and a +20k liability on defense.
Berserker(s) or Runner(s)? Second to the Ulf's, your Berserkers may be your most important positionals. Getting them skilled up early is important, and Runners skill up fast enough later. Otoh, a MA 7 Runner can often score twice in the first match to get Blodge before the second game, and so help you win while being a target that can survive Berserkers - dealer's choice on that.
Lastly, it's generally accepted that two St 4 Ulfwereners are critical to any starting roster - deviate from this "common wisdom" at your own risk.
Ymmv, Good Luck!
4 RR's is all you'll need for most environments, so this roster saves money there.
13 players plus an apo gives a great buffer aganst losses. No positionals beyond the Ulfs.
Note - Trade out 2 linemen to take any 1 positional and 12 players total.
This roster starts with 2 of your positionals* beyond the Ulf's.
(* Your choice, but no more than 1 Runner is recommended for a starting team - see General Comments above.)
As shown, but without Apo. Cost = 930k.
This setup retains you 70k in bank to buy fresh players when needed and gives you easier early opponents and more inducements, especially in Blackbox.
As the Norse linos only cost 50k each, one really does not necessarily need an Apothecary. If the players get injured, retire them, and use Loners on the LoS and/or use your cash to buy fresh players.
As #3 above, but trading out the Apo to upgrade a lineman to an additional positional Runner/Berserker.
First purchase will be that Apo, and meanwhile hope that if you lose players early they're linemen - you can live with a journeyman or three on the LoS for a little while.
3 RR's plus all your +St positionals, with an apo as a safety net. First purchase is probably(?) a Runner, to Blodge up as a ball carrier.
A risky starting roster with few RR's and no apo. However, you have almost all the positionals you'll ever have (only missing 1 Runner), so MVP's have a better chance to land on those key players - if you can keep them alive! Apo is your first purchase!
With only 2 RR's, you'll have to play conservatively until you pay full cost for another RR later.