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Norse - Naf Championship Norse

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  #1  
Old 11th April 2011, 08:29 PM
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Default Naf Championship Norse
So I've decided to pop my TT tourney cherry at the NAF Championships in May.

It is 1,050,000. Only special play cards and wizards are banned. I have begged a norse team with all the players I will need.

I have not played TT since the 90s, never played resurrection style touneys and have never played norse.

Any advice? On roster, play style, etc?

I can chose 1 new skill at the start of each match (6 in total I think).

Do I go blodge/guard/kick/wolf block first?

Help!
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Old 11th April 2011, 08:44 PM
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I think you can only get one skill on each player. Sure hands is a solid first pick, then either guard or tackle depending on opponant. Give me some time and I will cook up a roster
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Old 12th April 2011, 04:55 PM
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indeed it is only one skill per player

at Thrudball last year I played a norse team that had 15 linos and a snow troll and randomly rolled skill increases

I had undead and it was one of the toughest matches I've played, been tempted to give it a go myself if I get a norse team together

there won't be many teams with more than 12 players or 11 and an apothecary, there may even be some with bare 11, if you can outnumber the other team you usually have a nice advantage

there are so many ways to start a norse team though and I've not tried them myself, I'd like three rerolls though and I think the key to them is to be aggressive to try and get that advantage before your low armour comes into play and the reverse happens

try some practice games perhaps if you've the time

norse can perform very well at these events due to cheap linemen who have block
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Old 12th April 2011, 11:18 PM
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Would you take an apo in resurrection style play?
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Old 13th April 2011, 08:05 AM
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Yes and you can use it two ways.

1) Keeping a KO player on the pitch to avoid being outnumbered. Very common use.

2) Get a BH key player in the reserves. Never ever use it if it can fail, so no apoth on MNG or worse. I use the apoth to keep guardplayers in the game normaly, or option 1 if not used before the second half.
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Old 13th April 2011, 10:04 AM
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Netsmurf has it summed up, the KO use now has made a big difference and nearly every team will take one if they can.
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Old 13th April 2011, 08:30 PM
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Thanks for that, I probably would not have taken one if you had not said that.

Can someone help me with a squad build?

I'm thinking as many positionals as possible, no troll and an apo. dont think I'll use the thrower though, I see me using a running game with my MV 7 blodgers.
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Old 17th April 2011, 09:23 PM
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2 wolfs, 210k
2 blitzer, 180k
1 thrower, 70k
8 linemen, 400k
2 reroll, 120k
1 apoth, 50k
1 Cheerleader
1 Coach, if I calculate right that should be 1.050k

First skill would be leader for the thrower. I have seen players take guard on the wolfs instead of block. Perhaps taking pilling on on a blitzer if you face AV7.
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Old 17th April 2011, 10:38 PM
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Quote:
Originally Posted by Netsmurf View Post
2 wolfs, 210k
2 blitzer, 180k
1 thrower, 70k
8 linemen, 400k
2 reroll, 120k
1 apoth, 50k
1 Cheerleader
1 Coach, if I calculate right that should be 1.050k

First skill would be leader for the thrower. I have seen players take guard on the wolfs instead of block. Perhaps taking pilling on on a blitzer if you face AV7.
No runners? as the only players who can blodge and are MV7 I would have thought they were a must have.
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Old 18th April 2011, 07:18 AM
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Then you will only have 12 men, but you can update and have 10k left. I would however just try to score with the thrower
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