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Tactics - White Isle Star Bowl team builds

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  #1  
Old 26th May 2011, 02:32 PM
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Default White Isle Star Bowl team builds
I'm probably going to this tournament at the end of june and it has quite a different set of rules when it comes to building your team

same roster every match, injuries etc don't count or roll over, can't gain SPP or new skills

with so many possibilities I just wondered what combos you would consider if you were attending, this will give me some idea what I may come up against, pretty much decided on what I'm taking and how to skill them already though (it shall remain a secret until after the tournament)

you have 1.1mil to spend on the team and then skill points as follows:

Tier 1 (8 points): Woodies, Zons, Undead, Lizzies
Tier 2 (10 points): Orcs, Dwarves, Darkies, Norse, CDs, Rats
Tier 3 (12 points): Everything else
Tier 4 (14 points): Halflings, Goblins, Ogre
1 point = normal skills
2 points = doubles/MA/AV
3 points = AG/remove an extraordinary (not secret weapon)
4 points = ST

One player must be given at least 5 points, the rest can be spent as you wish (stacking encouraged!) Extra skill points can be bought for 30k. Max stat increase is 2. Max stat is 10.
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  #2  
Old 26th May 2011, 03:30 PM
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Dwarf with Stacking slayer: Mighty blow, tackle, piling on, jump up.
1 runner with block
9 long beards with guard (5 x 30k for the last 5 guards)
3 rerolls

Just about the most boring team setup, but I think it would prove effective
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  #3  
Old 26th May 2011, 04:00 PM
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Without thinking (thinking is bad for you )

Wood Elf

2 WD, 2 Throwers, 2 Catchers, Treeman, 4 LM, 2 RR

Treeman starplayer - remove take root, add one MV = 5 points
One catcher with wrestle, one with guard. = 3 points


Alternate Woodies (w/o treeman)

2 WD, Thrower, 2 Catchers, 7 LM, 2 RR (12 players)
One Wardancer with ST 4 and SS = 5 points
One Catcher with Strip Ball, Wrestle = 2 points
Thrower gets Kick or Leader.


Hmm.. looking at it, I might take High Elves, since they seem to be getting a whopping 12 points? Putting 5 on some kind of star (Wardancer the Catcher) leaves you 7 points to build Blodgers and Wrodgers with

Or humans with four blitzers with guard (4 points) and a star player ogre with no bonehead and block (= 5 points) and still 3 points left for fun and games.

(edit: didn't notice the "more skillpoints for 30 k each" which might change things a little in places)

Last edited by Nikolai II; 26th May 2011 at 04:03 PM.
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  #4  
Old 26th May 2011, 07:31 PM
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Not sure personally that removing negative traits is the best use of skill points. You can get three normal skills for the same price and probably get more mileage out of them. Big Guys may still have Loner which is their biggest problem (if I was getting rid of one I'd ditch Loner, though I can see the merit of movement on a Treeman, probably the only exception).

That Dwarf lineup sounds nasty to play against but has the usual Dwarf issue of not being overly flexible on defence in terms of movement.

A ST4 Wardancer is always going to be a pain, probably loaded with Tackle and Strip Ball.

Chaos Dwarfs may load up a Bull Centaur, Undead with a killer Wight, Necros a Werewolf, Norse Ulfwereners. Stunty players could turn nasty as well if really stacked up with skills. Skaven have a few ways to go.

It is really hard to predict what people are going to take and what combos or spread of skills they are building their game plan around. Could make for a very fun tournament!
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  #5  
Old 27th May 2011, 04:39 PM
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Given the nature of the tourney (resurrection, no progression) and the tiering (Chaos at 12pts? Hello Claws!) this seems a perfect opportunity to make a really competitive Elf team.

I had a little think and came up with

3x RR ...150
2x Blitzer, Block, Sidestep, +Dodge ...220, 2pt
1x Thrower, Pass ...70, 1pt
4x Line-elf, +Dodge ...240, 4pt
2x Catcher, Catch, Nerves of Steel, +Dodge ...200, 2pt
1x Catcher, Catch, Nerves of Steel, +Wrestle, +Tackle, +Sidestep, +Diving Tackle, +Dodge ...100, 5pt
1x Line-elf ...60
2x Skill pts ...60
---
Total ...1100, 14pt

Elf Catchers are touch down machines with the added bonus that you don't have to worry about them hogging SPP now. Dodge is obviously going to be a big help on offense and defence. The wide proliferation hopefully will overwhelm opponents who have budgeted Tackle for one or even two of their players.

The Star Catcher's skills could easily be rejigged. Block could be swapped in for Wrestle, Strip Ball for Tackle (or any number of permutations along these lines).

Last edited by John McGuirk; 27th May 2011 at 05:07 PM.
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Old 27th May 2011, 05:06 PM
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One thing that has just occurred to me is that you can take Leader for 1 point if you have someone with passing access. An extra skill costs 30k, so you could drop a reroll and free up some extra cash.

Very good for Chaos Pact who can basically drop a reroll, get Leader and have 40k left over which gets you another skill and some change.

So on your Elf team, drop a reroll, swap a Lineman for an Apothecary, take Leader and you have 30k left over for another skill if you wanted.
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Old 27th May 2011, 06:52 PM
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Nice one
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  #8  
Old 27th May 2011, 07:28 PM
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Nice idea Coach but unfortunately that build is only 11 players to begin with. That said I have noticed a skill point assigned to the Thrower which hasn't actually been used for anything so you could give him Leader, drop 1 re-roll and pick up an apothecary. That's actually a really good idea, what with there not being a sub on the bench.

Alternatively you could spend that unassigned point on Accurate, or give the unskilled Line-Elf Kick or Dodge.

So updated to reflect Coach's advice the roster is now

2x RR ...100
1x Apothecary ...50
2x Blitzer, Block, Sidestep, +Dodge ...220, 2pt
1x Thrower, Pass, +Leader ...70, 1pt
4x Line-elf, +Dodge ...240, 4pt
2x Catcher, Catch, Nerves of Steel, +Dodge ...200, 2pt
1x Catcher, Catch, Nerves of Steel, +Wrestle, +Tackle, +Sidestep, +Diving Tackle, +Dodge ...100, 5pt
1x Line-elf ...60
2x Skill pts ...60
---
Total ...1100, 14pt

Which I can see going far. Obviously the big Achilles heel is now the Thrower, who will need prioritised protection. That aside they're going to be fantastic attacking and a real thorn on defence!

Last edited by John McGuirk; 27th May 2011 at 07:36 PM.
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  #9  
Old 27th May 2011, 08:33 PM
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Rats with ogre star:

Ratogre: jugg, break tackle, stand firm, claws
stormvermin: Tackle
Stormvermin: Guard
Gutter: wrestle, tackle, dauntless
1 rookie gutter
1 block gutter
1 thrower sure hands
5 linerats
1 apoth
2 rerolls
even 1.100 if I calculate right (two skills bought for 60k)

Edit: I think I would give the storm vermin frenzy instead of tackle or just two with guard
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  #10  
Old 27th May 2011, 08:42 PM
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Norse
Runner: sure hands 1 point
Beserker: tackle 1 point
Beserker:
Yhetee: MB, block 3 point
Wolf: block/MB/pile on/jump up 5 point
Wolf: block +30k
6 linemen:
2 RRs
1 cheer leader, 1 coach

A nasty team that will give a lot of people a hard time.
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