Archpeasant
Joined: Mar 07, 2008
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  Posted:
Apr 17, 2011 - 20:22 |
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4 CWs for their good stats, ST and SM access
4 CD blockers for M on doubles and AV+skull for plopping on the LOS.
2 wardancers for breaking peoples spirit
2 prelf blitzers for drinking peoples' tears
1 ulfwerener for laughing maniacally as things disappear into the crowd. block+juggernaut preferably.
1 underworld goblin for TTM and M
1 underworld troll for S and M and av9
1 underworld blitzer for hugs
Edit: You know, desperately need to squeeze a gunner in there for more despair (and OTT chance once the goblin has "landed"). Probably would replace one of the CD blockers. |
Last edited by Archpeasant on %b %17, %2011 - %20:%Apr; edited 1 time in total |
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Ehlers
Joined: Jun 26, 2006
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  Posted:
Apr 17, 2011 - 20:23 |
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1x BON
1x Chaos Troll
1x Goblin Renegade
2x Gutter Runner
1x Bombardier
2x Pro Elf Blitzer
4x Nurgle Warriors
2x Chaos Warrior
2x Pestigor
Have the chance of TTM and oneturner
Bombardier with Hail Marry skill should make it not safe anyway on the field
Enough DP to make it harder to throw the ball around.
Enough strenght and Mutation access to make those killers.
4 AGI players should be enough to cover the ball play
2 big guys to eat up the hits and be road blocks.
Half the team has regeneration, so should ensure that always able to have 11players on the field.
Thats about it.
or for a more serious attempt
1x Nuffle God
15x worshippers |
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HLY
Joined: Nov 03, 2009
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  Posted:
Apr 17, 2011 - 20:37 |
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but the nufffle may get bored and wander off the pitch, or switch sides! he's far to unreliable, rather have a lone troll meself... |
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Soranar
Joined: Sep 25, 2004
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  Posted:
Apr 17, 2011 - 20:43 |
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So far I haven't seen many teams that can field 11 players with 1000k except for the vamps+ marauder thralls thing but that'd be changing the rules since you're essentially creating a new player type.
0-3 warpstone trolls, 110 k for S and M access + regen is really good. More than 3 loners tends to be dangerous though. I don't like mummies because only S access and ma 3 is limiting your options, you also lack TTM. Handling really stupid is easy enough.
0-16 orc blitzers as linos, 6 ma av9 and block for 80 k with G and S access makes the perfect fodder: reliable and mobile.
0-4 underworld goblins, arguably the best right stuff race as they have the highest stats and access to mutations (two heads, big hand) for interesting options. Having access to 4 permits more interesting team creation options.
0-4 gutter runners , ma 9 with agi 4 and dodge gives you very good ball handling skills, pass is irrelevant when you have that much ma: you shouldn't be doing anything harder than short passes anyway. |
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KenThis
Joined: Jun 28, 2007
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  Posted:
Apr 17, 2011 - 21:18 |
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2x gutters
2x wardancers
2x bulls
2x nurgle warriors
2x chaos warriors
2x ulfs
2x vamps
2x flesh golems
probably haven't thought this through enough as to exactly how i'd play them but i like having players in pairs and st4 is le awesome
vamps and wardancers to bust cages. golems and nurgle warriors as great roadblocks. CW for killers. Ulfs to surf. Bulls as sweepers.
these are all my favourite players anyhows i'd enjoy the headache fo exactly how i'd play them |
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Hero164
Joined: Jan 20, 2007
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  Posted:
Apr 17, 2011 - 23:07 |
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stej
Joined: Jan 05, 2009
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  Posted:
Apr 17, 2011 - 23:11 |
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Beedog 6 3 3 8 No Hands, Claw, Foul Appearance 60k G /AS |
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Tomay
Joined: Apr 26, 2008
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  Posted:
Apr 17, 2011 - 23:17 |
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6x cd blockers
2x wardancers
2x mummies
2x gutter runners
4x Human Blitzers |
_________________
Join now and "Create a Legend" |
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nin
Joined: May 27, 2005
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  Posted:
Apr 18, 2011 - 02:55 |
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BrianVanLe
Joined: Mar 12, 2009
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  Posted:
Apr 18, 2011 - 03:32 |
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16 Snots, imagine the inducements! |
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harvestmouse
Joined: May 13, 2007
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  Posted:
Apr 18, 2011 - 13:13 |
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1 Krox
2 Dancers
3 Vamps
1 HE Thrower
2 Gutters
1 Underworld vermin
1 Ulf
1 BON
1 Saurus
1 CW
1 Wolf
1 Elf Catcher |
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maysrill
Joined: Dec 29, 2008
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  Posted:
Apr 18, 2011 - 14:20 |
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3 Halfling trees (not Loners)
4 Nurgle Warriors
4 Wardancers
4 Gutter Runners
1 Goblin
Defense: 3-Tree LOS, 4 NWs protecting your current best mix of gutters/dancers (at rookie, all wardancers)
Offense: Swap out the trees for more gutter/dancer action. For TTM, use the trees with a gobbo.
Build Ideas: The NWs should go the killer route. Wardancers and gutters should be built to steal the ball. With SO many options for ball-hawks, they should consider Guard on doubles to make cage-leaps more dangerous against SH ball carriers. Gobbo should be built for TTM only (Catch, Sure Feet, Sprint), and TTMs should be pretty easy scores with SA on the trees and gutters to pick the ball up from anywhere to hand over to the gobbo.
I don't see much better than this except maybe a better variation on the theme. Hold the line, protect your crazed maniac ball-hawks, and enough firepower to still mangle anything that comes in reach. |
_________________ Author of Firehurler (Twinborn Trilogy Book #1), Aethersmith (Book #2), Sourcethief (Book #3) |
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Garion
Joined: Aug 19, 2009
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  Posted:
Apr 18, 2011 - 14:22 |
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10 Fanatics
6 Wardancers |
_________________
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Astarael
Joined: Aug 14, 2005
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  Posted:
Apr 18, 2011 - 14:30 |
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15x Chaos Warriors
1x Gutter Runner |
_________________ Oh my. |
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Cevap
Joined: Jun 24, 2009
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  Posted:
Apr 18, 2011 - 14:31 |
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Garion wrote: | 10 Fanatics
6 Wardancers |
Except for the fact that you would need lots of bribes to keep the Fanatics in for more than one drive and save the Wardancers from a serious bash, not bad! |
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