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Poll
Which Team is best suited for longterm leagues?
Chaos
8%
 8%  [ 11 ]
Chaos Dwarf, Dwarf
12%
 12%  [ 16 ]
Dark Elf, High Elf
18%
 18%  [ 23 ]
Elf, Woodelf
0%
 0%  [ 1 ]
Human
2%
 2%  [ 3 ]
Lizardman
0%
 0%  [ 1 ]
Necromantic
0%
 0%  [ 0 ]
Orc
51%
 51%  [ 64 ]
Undead
1%
 1%  [ 2 ]
Others (Amazon, Khemri, Ogre, Norse, Nurgle, Skaven, Vampire)
2%
 2%  [ 3 ]
Total Votes : 124


Optihut



Joined: Dec 16, 2004

Post   Posted: Mar 14, 2006 - 10:46 Reply with quote Back to top

shadow46x2 wrote:

Faulty logic.....look at the fumbbl cup...

humans - 1
khemri - 1
chaos - 4
delf - 8
orc - 8
dorf - 1
woodie - 2
rats - 4
helf - 1
cd - 1
undead - 1


Ok, looking... 8 Orcs in the fumbbl cup too, which once more proves the point.
tautology



Joined: Jan 30, 2004

Post   Posted: Mar 14, 2006 - 10:55 Reply with quote Back to top

Orcs are the most resilient and easiest to maintain, but dark elves are more likely to be victorious.
JanMattys



Joined: Feb 29, 2004

Post   Posted: Mar 14, 2006 - 11:05 Reply with quote Back to top

Orcs usually are resistant AND competitive at any tr and vs any opponent.

So...

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hirola



Joined: Mar 15, 2005

Post   Posted: Mar 14, 2006 - 11:12 Reply with quote Back to top

any takers for Chaos?
Tommi



Joined: May 17, 2004

Post   Posted: Mar 14, 2006 - 11:17 Reply with quote Back to top

At high tr cas rate increases because of MB/claw/rsc, so generally low AV teams are unstable. Though they can do allright with high win ratio = high fan factor + extra cash from wins.

On the bashing side, Ive found it's important to have st4 guys in the roster, as when in high tr everyone has guard, the guy with higher str gets the 2-dice.

I would pick dark elfs, chaos, ogres (at high tr you have that sure hands/block/pro ball carrier), orcs or khemri (though skellies have low av, they have regen and are cheap). CD:s, undead and necromantic obviously are good too, but Ive never played them for some reason.
Cloggy



Joined: Sep 23, 2004

Post   Posted: Mar 14, 2006 - 11:31 Reply with quote Back to top

Well, as far as cd's go, they tend to reach their top at TR's of about 200 to 230. The reason for this is that:

1. The cd blockers don't get much better after their 2nd skill, unless they roll doubles or stat increases. Guard, Mighty Blow, and then?
2. The hobgoblins get injured. Especially in bashy games when the opposition removes some of the AV9 guys from the pitch you risk losing the hobgobs. This means that they tend to get killed off before they reach high SPP levels.

They ARE competitive, up to TR levels that would be the top range on tabletop, but once you get in to the TR levels considered high on Fumbbl they lose out to Orcs, Chaos and elves.

edit: wow, I managed to misspell Fumbbl Embarassed

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Last edited by Cloggy on %b %14, %2006 - %11:%Mar; edited 1 time in total
xcver



Joined: Mar 10, 2005

Post   Posted: Mar 14, 2006 - 11:33 Reply with quote Back to top

necros? your ball carriers are the main target and you don't even have an apo for them...I don't see them as a good team for long running leagues (In vault it is though as the Wolves have regeneration instead of catch)

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Melmoth



Joined: May 05, 2004

Post   Posted: Mar 14, 2006 - 11:43 Reply with quote Back to top

Cloggy wrote:
Well, as far as cd's go, they tend to reach their top at TR's of about 200 to 230. The reason for this is that:

1. The cd blockers don't get much better after their 2nd skill, unless they roll doubles or stat increases. Guard, Mighty Blow, and then?
2. The hobgoblins get injured. Especially in bashy games when the opposition removes some of the AV9 guys from the pitch you risk losing the hobgobs. This means that they tend to get killed off before they reach high SPP levels.

They ARE competitive, up to TR levels that would be the top range on tabletop, but once you get in to the TR levels considered high on Fumbbl they lose out to Orcs, Chaos and elves.

edit: wow, I managed to misspell Fumbbl Embarassed


But in my eyes thats the main point in long living leagues. Keep em always up to TR 200-250 which you can do very easily with CDs for any reason u have mentioned above.
Melmoth



Joined: May 05, 2004

Post   Posted: Mar 14, 2006 - 11:48 Reply with quote Back to top

http://fumbbl.com/FUMBBL.php?page=group&op=view&group=1859

Look which teams won the cups here. This is our very long lasting german league with relegation/ promotion etc.. No Elfs so far (but second place and tourney) but we are working on it....
Telcontar



Joined: Nov 12, 2004

Post   Posted: Mar 14, 2006 - 12:18 Reply with quote Back to top

I define a long living league as one that lasts for at least 5 Seasons with 6-10 games per Season against a mix of teams.

I go for CD followed by Orcs, the core to survival and success is AV9. Next are Chaos
If you need to play several different races you need your replacements to be cheap and fit in fast. CD are cheap and go with two skills from the start which makes them already nasty for elves (no dodging here) the hobbos for 40k are cannonfooder which can be replaced easily. The key to success is to keep your bulls alive. If you get AG+ on your Bulls you have the ultimate player on fumbbl MV 9 from the start with ST4.
Orcs are fine too, cheap linos but no skills on them or on the BOB. If you fail on ballhandling or dont form a cage fast you dont have any other tactical options. once the elves get hands on the ball they are too fast for them.
Chaos have the same disadvantage then Orcs but the beast have AV8 and Mutations wont give you that much extra if you allow the Orcs Frenzy and SF for every Mutation you get.

With some races its always some crucial players beeing to vulnerable:
Undead - Ghouls AV7 no reg
Necro - Wolfes AV8 no reg

Humans are outplayed by Elves and outbashed by Orcs/Dorfs you might get lucky for one or two seasons but in the long run Orcs will rule you

Lizzies tend to loose cose you cant protect your skinks and your Sauri cannot develop all the skills you would need against varying oppos ( You need block and tackle vs elves, you need Guard vs cagers, Break tackle is needed, what about Kick? or an occasional DP?)

Elves are great as long as you do not loose a player per game in average and thats were one bad day kills your teams cose the linos are very expensive and have no skills when bought fresh.

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maxlongstreet



Joined: Oct 18, 2005

Post   Posted: Mar 14, 2006 - 20:23 Reply with quote Back to top

The biggest point about orcs is that they have an edge playing any of the other bashy teams out there--Through a higher combination of ST/armor with quick guard/mighty blow means they can outbash the bashy teams, which leaves the opposition without a strategy. Against finesse teams, they can still play ball control in an attempt to win. Sure, they don't have as much tackle as dwarves or CD, but those teams aren't going to stop elves from scoring either.
Colin



Joined: Aug 02, 2003

Post   Posted: Mar 14, 2006 - 21:48 Reply with quote Back to top

I've always thought Dark Elves and Chaos are the best teams at very high TR, over long periods. The main reason is that every player on the team can score and bash (Delves the former, Chaos the latter) to some extent. Orcs are also good, but seem to lack that extra something at the top end.

This page is somewhat informative, but may be rather skewed by preferencial matchups (I'm loathe to use the 'C' word); hence the high win %age of Skaven and Wood Elves above TR 200. Some of the stats are greatly skewed by one very successful and long-running team (Nandorins for High Elves, for example), so also take into account the number of teams at the higher TR bands, and the number of games they played.

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Scamp



Joined: Feb 27, 2006

Post   Posted: Mar 15, 2006 - 03:56 Reply with quote Back to top

Not a lot of love for WE and Skaven at high TR, it seems.

Sort term they're obviously excellent. Plus both teams can get slightly bashy with their big guys. If we're talking long term then they'll probably have block. Worst case scenerio they take up space on the field. Anyway, if we're talking long-term then there's an excellent chance that a Skaven team will have a one-turner, and a decent chance for a WE team to have the same.

Actually, upon reflection the only real issue for long-term is keeping them alive. AG3 isn't exactly a good thing for an AV7 lineman with no skills, but on the other hand they're kinda cheap. While WE linemen have no skills and are more expensive, they're much easier to get away from people.

So basically, if you go all-out then you may run into some team death problems. But if you play it safe you can still have a pretty high winning percentage and not get flattened routinely, especially after you buy that 8th reroll.
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