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Simyin lineups

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Starting Rosters

 Simyin Roster 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
   0-12  Bonobos  6  3  3  7  Extra Arms  G  ASP  50k 
   0-2  Orangutans  5  3  3  8  Extra Arms, Strong Arm  GP  AS  70k 
   0-2  Chimpanzees  7  3  3  7  Extra Arms, Wrestle  GA  SP  80k 
   0-4  Gorillas  5  4  2  8  Extra Arms, Grab  AS  GP  100k 
   0-1  Silverback  5  5  1  9  Loner, Wild Animal, Extra Arms, Grab, Mighty Blow  S  GAP  140k 
 Re-Rolls  60k (120k after team creation) 
 Apothecary  Yes 
 Stars available for inducement 
 Star Player  MA  ST  AG  AV  Skills  Price 
   Helmut Wulf  6  3  3  8  Loner, Chainsaw, Secret Weapon, Stand Firm  110k 
   Furious George  7  3  3  7  Loner, Catch, Dodge, Extra Arms, Pass Block, Strip Ball, Wrestle  170k 
   Mighty Zug  4  5  2  9  Loner, Block, Mighty Blow  260k 
   King Boombastic  6  5  1  9  Loner, Break Tackle, Grab, Mighty Blow, Piling On, Wild Animal  270k 
   Griff Oberwald  7  4  4  8  Loner, Block, Dodge, Fend, Sprint, Sure Feet  320k 
   Morg 'n' Thorg  6  6  3  10  Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate  430k 

A note re Simyin Starting Rosters

At the time of this posting (* late November, '14), 2 things are known to be true about Simyins.

The first is that they are unlike any other team - no other high-Strength positional has (only) SA access, and no other team can start with Grab (much less up to 5 of them!).

The second is connected to that - they are new, so no one really "knows" what works and what doesn't. They were only released to the general public mid-October of '14, so have not been tested over time, they have not been developed into a high-TV machine, there are no (un)successful veteran teams to take as good/bad examples.

Many coaches (good and not-so-good) have opinions - but for now that's all they are - guesses based on how they look on paper and how "similar" positionals might be developed, with very little supported by long play experience, and no long-term data or win/loss records.

In short - many have beliefs and ideas, but no one really knows.

So... take your pick, take your chances, take your best guess - you're among the first, good luck!


Re-rolls

Apes only have Ag 3 to dodge, and start with at most 2 core team skills (2 Chimpanzees with Wrestle), so RR's are important.

You can build teams with 2 RR (or less!), but it will require conservative play. You have been warned.


Orangutans as early Throwers

Informally called "Thro-rangutans", these can be your Throwers - eventually. However, although they have GP access, they start with no core Thrower skills - no Pass, no Sure Hands, no Block or Dodge, just Strong Arm. Worse, they only have MA 5, so some Coaches will also want them to have Kick-Off Return before trusting them as initial ball-handlers on kickoffs.

So - you can develop them as a Passer (see Skill Development page), but to start they are not much better at Passing than a Bonobo (Linechimp), and -1 MA slower.


Variation 1 (4 RR, 3 Gorillas, 2 Chimps)

  • 3 Gorilla
  • 2 Chimp
  • 6 Bonobos
  • 4 Re-rolls
  • Total 1,000k

With a team with almost no Blocking/Wrestling (and Ag 3 for Dodging), 4 RR gives a LOT of buffer against bad luck. Only 3 Gorillas means a weaker positional game, and a linechimp (or more) will probably have to go before getting the 4 missing positionals (but w/ unskilled AV 7, that should be taken care of via casualties quickly enough).

 

Variation 2 (3 RR, 4 Gorillas, 2 Chimps)

  • 4x Gorillas
  • 2 Chimps
  • 5 Bonobos
  • 3 Re-roll
  • Total 990k

Conservative and powerful, all 4 +St Grab positionals, plus the only 2 starting players with a "core" skill, the MA 7 Wrestler Chimps, yielding a reliable starting mix. A popular starting roster for obvious reasons.

 

Variation 3 (3 RR, 1 Silverback, 2 Gorillas, 1 Chimp, 1 Orangutan)

  • 1 Silverback
  • 2 Gorillas
  • 1 Orangutan
  • 1 Chimpanzee
  • 6 Bonobos
  • 3 Re-roll
  • Total 970k

Keeping 3 RR and upgrading to a Silverback costs in other departments, compared to Variation #2.

 

Variation 4 (2 RR, 4 Gorillas, 2 Chimps, 2 Orangutan)

  • 4 Gorillas
  • 2 Chimps
  • 2 Orangutan
  • 3 Bonobos 150
  • 2 Re-rolls 120
  • Total 970k

Only 2 RR's demands conservative play, but dropping a RR keeps all 4 Gorillas and adds a pair of AV 8 Orangutans, which are more durable than AV 7 Bonobos, and not every "Lineman" has to run at MA 6 when your 4 St 4 players only have MA 5.

Starting with 30k in the bank, you should have your Apo after your first game.

 

Variation 5 (2 RR, 4 Gorillas, 2 Chimps, 1 Orangutan, & Apo)

  • 4 Gorillas
  • 2 Chimps
  • 1 Orangutan
  • 4 Bonobos
  • 2 Re-rolls
  • + Apothecary
  • Total 1,000k

The Apothecary will be help win games and/or save money with AV 8 & 7.

  • (Option #1: Drop the Apo and start with 12 players.)
 

Variation 6 (2 RR, all 5 +St positionals, 1 Chimp)

  • 1 Silverback
  • 4 Gorillas
  • 1 Chimpanzee
  • 5 Bonobos
  • 2 Re-roll
  • Total 990k

A powerful roster, but with only 1 Chimp as sweeper. Only 2 RR plus a Wild Animal (and 1 less Wrestler) will require conservative play.

 

Variation 7 (2 RR, all 7 +Av positionals)

  • 1 Silverback
  • 4 Gorillas
  • 2 Orangutans
  • 4 Bonobos
  • 2 Re-roll
  • Total 1000k

A roster for fans of the block war and attrition game. The Orangutans when given block and frenzy will do great in the thick of it between Gorillas with guard. Meanwhile the Bonobos stay safe behind the front line and do the safety, assisting and scoring duties.

 

Last update: June 30, 2016