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garyt1



Joined: Mar 12, 2011

Post   Posted: Aug 24, 2018 - 04:36 Reply with quote Back to top

Does anyone have thoughts for tactics for games of sevens?

The tabletop version played on smaller pitches. My understanding is the los for each side is separated. One player can go on each wide zone. 600 tv teams not including extra skills. Max of 4 positionals total. I think for example Saurus counts as a positional. 6 turn halves. No star players and extras like rerolls and apo are double cost to represent a lower league level. Leader not allowed.

https://www.thenaf.net/wp-content/uploads/2016/07/NAF_BB7s.pdf

Fast teams should be favoured with these rules as there is no free blocks in turn 1. That said I can still imagine a tough team grinding for a half, presuming they protect the ball turn 1. Caging is still possible but you would have just 1 or 2 players left over.

Lack of rerolls might encourage cautious play? Then again many teams can easily 2 turn.

If defending you might want to leave someone in scoring range in case of a spill, but can you “waste” a player and still cover your lines?

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ArthurWynne



Joined: Sep 23, 2015

Post   Posted: Aug 26, 2018 - 00:51 Reply with quote Back to top

I've played a fair amount of Sevens, albeit with a ruleset that's a bit different from the one you're describing: https://nb7l.wordpress.com/rules/norse-bowl-7s-ruleset/

In our experience, with most teams having only one or two rerolls, and much fewer rolls being made overall per game (fewer turns, fewer players on both sides, and no LOS blocks) cautious play is indeed important as a rule, but taking a risk on a big play can also have a big payoff. Removals are obviously of huge importance, which helps to rein in the fastest teams somewhat. In general we've found the balance to be surprisingly good -it's not so much that the fast teams are at a big advantage, rather the very slow teams, like Dwarves and Undead, are weak. Orcs, Chaos, Norse and various types of elves have all done well, but the strongest teams seem to be the "hybrid" teams - Dark Elves, Necromantic and Lizardmen- whose players can take a hit but also adapt quickly to shifts in the play.
garyt1



Joined: Mar 12, 2011

Post   Posted: Aug 27, 2018 - 01:29 Reply with quote Back to top

Good to know Arthur.
This particular tournament allows 3 extra normal skills or 2 doubles (60tv). With max one of any particular extra skill.
I was thinking Lizards would be good if you could have 5 non skink players, but maybe not with 4. Especially as only 1 can have block. Necros or Dark Elves definitely make sense as strong sides. Though Necros would need 3+ zombies.
There is also a special rule as this tournament is for charity. You can use donations of non perishable food for rerolls. With amounts doubling for subsequent rerolls later in the match. So there could be a surprise winner if someone donates big (but I still expect the best player to win).
I think I will play fairly cautiously and see if I make it to the high tables late on.

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delusional



Joined: Jan 18, 2013

Post   Posted: Aug 27, 2018 - 06:17 Reply with quote Back to top

Chaos Pact. 3 big guys a dark elf, a skaven and 3 linemen.

Failing that Khemri, 4 Mummies then 2 blitz ra's and a throw ra (still a positional spot to spare Smile ).

Necro would be interesting too. 2 wolves, 2 Wrights, 3 fodder.
Jonny_Kanone



Joined: Mar 22, 2006

Post   Posted: Aug 27, 2018 - 08:32 Reply with quote Back to top

According to the NAF rules, there are limits in terms of team building:

"In addition, only 4 “specialist” players
(meaning any player whose availability is less than 0-12)
may be selected."

Amazon do pretty well, players are cheap enough to allow one RR
bghandras



Joined: Feb 06, 2011

Post   Posted: Aug 27, 2018 - 09:05 Reply with quote Back to top

7s is fun and surprisingly balanced.

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garyt1



Joined: Mar 12, 2011

Post   Posted: Sep 03, 2018 - 22:55 Reply with quote Back to top

So I have a few options of what to use. Humans, Lizardmen or Undead. I don't think these are the best options, but certainly not bad. 600 TV. No more than 4 positional players. Options other than players are double cost. Only 60 TV of skills, with no repeats.
Let me know what you think of these.

Humans:
Ogre,
2 blitzers (1 with Guard and 1 with either Tackle or Frenzy)
Thrower (with block)
4 linesman. (So have 1 reserve).

Have a big guy, some decent speed, some blocks. Tackle or frenzy give different options. Block on the thrower is for safety. Reserve is useful. I could of course put Guard on the Ogre which generally is better, but this way reduces worry about bonehead effect. On the other hand nothing really special about the team as of course it is Humans..

Lizardmen:
3 Saurus (1 with block, 1 with Break Tackle or tackle)
Kroxigor (Guard or Break Tackle).
3 skinks.
2 fan factor.

This lineup leaves some tv basically wasted, it is a pity we can't have 5 non skink players. Though fame could help get a RR. There is a few options for skills. A break tackler would be useful. But the team will be really lacking much Block and any sure hands. Plus have to worry about 3 S2 players. Still, Saurii and Krox combined with fast skinks could work well. Or instead selecting doubles to just have Block on Krox and Sure Hands on a skink may work. Pickups will be crucial.
Another alternative would be 4 saurus and 4 skinks to have a reserve, but that s5 mighty blow would be missed.

Undead:
2 Mummies
1 Wight (tackle)
1 Ghoul (sure hands)
2 skeletons (1 with dirty player)
4 Zombies (So have 3 reserves!).

I think this is the worst option. 3 Zombies/skeles on the pitch doesn't look good. Very slow side. Wights are a bit pricey too. I could alternatively have 2 Wights instead of the 2nd mummy, but then the team doesn't have much going for it. I could give Guard to a mummy rather than the dirty player skele but I think DP at least would at least build on the usefulness of reserves and outnumbering opposition 2nd half.

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ArthurWynne



Joined: Sep 23, 2015

Post   Posted: Sep 03, 2018 - 23:11 Reply with quote Back to top

Out of those options, I would 100% go for the four Saurus four Skink Lizard build, because any kind of nega-trait becomes a much bigger deal when there are only 7 players on a side.

Also, I've tried playing that Undead build. I would only recommend it for a very experienced coach challenging themselves. You either win 1-0, or you do not win - the team is simply too slow to score twice in a half, or score defensively unless your opponent makes a spectacular blunder.

As far as skills go I might actually consider going 1 block saurus, 1 sure hands skink -it wastes 10k of skills but you have no rerolls and Sure Hands is huge for lizards, so I think it would be worth it anyway.

But if you'd rather not, then either take 2 Block Saurus and 1 with BT, or consider 3 Block Saurus -the mobility that BT gives is valuable in 7s, but block reliability is also at a premium when you have no rerolls. I would not spend a skill pick on Tackle, it's nice to have but Block is more important.

One option might be to take a Frenzy saurus - Frenzy with no rerolls is a bit scary, but it can really open up space for you, and Skinks love the sidelines, so making them unsafe for your opponent is great.
garyt1



Joined: Mar 12, 2011

Post   Posted: Sep 04, 2018 - 05:01 Reply with quote Back to top

Ah only 1 of each skill pick addition allowed in this tournament so we can only have 1 block in the extras.
Interesting that you would not go for the Krox.

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“A wise man can learn more from a foolish question than a fool can learn from a wise answer.”
garyt1



Joined: Mar 12, 2011

Post   Posted: Sep 24, 2018 - 08:04 Reply with quote Back to top

Well what do you know. I didn't get the Lizardmen painted in time so I took my trusty Humans. Went and won the thing.

https://fumbbl.com/p/blog?c=garyt1&id=21718

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“A wise man can learn more from a foolish question than a fool can learn from a wise answer.”
Jip



Joined: Apr 25, 2016

Post   Posted: Sep 24, 2018 - 13:19 Reply with quote Back to top

We're fortunate to have a 7s series, run by Wobert, where I play (south-west England), so I've played a fair bit this year.

Here's an article I wrote for the NAF for anyone not sure about whether 7s will be for them:
https://www.thenaf.net/2018/06/learning-to-love-sevens/

I think Skaven are the sweet spot. Sure Hands is king in 7s, for me. I've done well with one Gutter Runner, two Stormvermin (safer blocking) and a Thrower. Then I just fill up with five Linerats (to help when I start to lose players, or to foul with) and two Fan Factor.

Interestingly, Norse seem to be doing well in our current series, which bucks the trend that AG4 does well.

Although there are a few subtly different versions of the rules out there, I've noticed several coaches that use tiered teams with skill access take Strip Ball, which does well.

Massive fan of 7s. As my article explores, I think it's the best way to introduce new coaches to the game.

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garyt1



Joined: Mar 12, 2011

Post   Posted: Sep 24, 2018 - 14:35 Reply with quote Back to top

Norse have both block and frenzy which are both great for sevens. Few rerolls and narrow pitches.
Good article!

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