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Halfling Teams

The technical deficiency of Halfling teams is legendary. They’re too short to throw or catch, they run at half pace, and the whole team can spend all afternoon trying to block an Ogre without any chance of success. Most Halfling coaches try to make up for quality with quantity. After all, if you can get half a dozen players in the opposing team’s End Zone and, by some miracle, manage to end up with the ball, then there is a small chance that one or two of them won’t be jelly by the time you throw the thing.

Overview:

Halflings are the weakest and slowest of all the teams in the game. They are designed to be one of the most challenging races to use and they certainly fulfil that criteria. They can start with two of the strongest players in the game in the guise of Treemen, who at ST6 and AV10 can really hold their own. The teams often make use of a Halfling Master Chef as well, the cooking aroma can put off the other team and enhance the performance of the Halflings by stealing the other teams rerolls. Due to the poor ability of the Halfling players though, they are very cheap to purchase and you can have a lot of them, which is great because you probably will need them!

Onto the bad news and as I hinted at they are a slow team. The numerous Halflings are a nice slow MV5 and the two Treemen have a speedy MV2. Now seeing as you need to MV3 to even stand up, should a Treeman get knocked over you will have to roll to see if they can stand up. The Treemen may on occasion decide to Take Root and not move at all from the square they are in for the rest of the drive. Whilst they can block an area of the pitch off they aren’t hard to avoid either. The Halflings are also weak at ST2, and have a low armour of AV6, combined with being injured easier cause of Stunty, the opposing teams will not have much trouble in removing them from the field. Don’t expect to have a lot of them staying around for a long time. Though you may get one who turns out to be resilient and gain a few skills, this is more the exception than the norm.

As you may have guessed the Halflings are very much not a team for a beginner, unless you really like a challenge and don’t mind losing both games and players on a fairly regular basis. In the right hands though, they can be quite rewarding and it is great when you win games due to the extra humiliation you can heap onto the opposing team and their coach.

Strengths:
  • Very Cheap Players
  • Two Treemen
  • Can Steal Rerolls
  • Dodge & Stunty
Weaknesses:
  • Slow
  • Weak
  • Very Fragile

17 Responses to Halfling Teams

  1. BoBliness October 19, 2009 at 12:15 pm #

    Personally I feel Halflings arent that terrible in an early league, everyone with dodge and not many teams having more than two rerolls means you will quite often be facing an opponent who has no rerolls at all and probably no players with tackle. You’ll also HAVE about 6 rerolls yourself.
    Sure you need a master chef to stand much of a chance and he’s a 100k a game 🙁 so soon as you run out of money you’re in trouble….but you’ll start off strong for a game or two lol.
    Sure, you’ll still probably lose, but you may win!

    In seriousness, if you’re looking for a challenging and rewarding team, try goblins first, they’re a lot more fun and quite a lot easier to do well with.

  2. Charles S. April 29, 2010 at 2:10 pm #

    The biggest weakness for halflings not mentioned here…. at least for league play. It’s a lack of General skills. You can only take those on a double, so even when your guys do level, you’re stuck with a less then great selection of skills. This goes for the Trees, too, as they can only take Strength abilities.

    I’m about 7 games into my league now with a 2w-3t-2l…. but I’m running out of things to take, skill wise. Everyone else in the league is getting useful stuff like Strip Ball, Tackle, and I dunno, BLOCK…. and I’m stuck with the semi-useful Side Step and maybe Catch or Diving Catch… more likely the latter since everyone is stunty and accurate passes are gonna be a rarity…

    • Coach April 29, 2010 at 3:18 pm #

      Are you overlooking Diving Tackle then? On average one in 6 skill increases should be a double roll so it isn’t too bad. (Though I’ve gone 15 games with an AG4 team without getting a stat increase or double.) Having Side Step and Diving Tackle on every one of your Halflings will be horrible to play against. Sure Feet is also handy for a few of them too as I find you often need to do GFI with them.

  3. El_Jairo June 25, 2010 at 3:38 pm #

    And what about the Sneaky Git skill? It might be handy to put one in too, to have a designated fouler. Sure you don’t care if your 30k player get’s kicked out but it is still one halfling less you can throw at the opponents cage.

  4. Arthur Inkpen August 14, 2010 at 9:15 am #

    The halflings are actually a very nice team, you can get a good sized team with the two treemen 3 rerolls and an apothecary for around 800,000. Since treasury doesn’t count towards team value this gives you the a good amount of inducements seeing as almost all starting teams use the full 1 million.

    Keeping your value low (easy for the squishy lot) means you can easily get Deeproot Strongbranch on the pitch each match and that cook pot they need so badly without a penny leaving your account. 3 treemen is a hassle and a lot of teams may try to ignore them knowing that its far easier to squish halflings but leave a treeman free and one halfling can get quick pass to halfling adjacent treeman and with stunty dodge the succefully landed halfling will have no trouble scoring a sneaky touch down. No loner on the tree man and strong arm makes this easy especially since you have most of your opponents rerolls

  5. Snotty October 18, 2010 at 4:56 pm #

    will halflings have the use of a master chef when they come out in the cyanide game?

    • Coach October 18, 2010 at 5:16 pm #

      I believe so, though that is more about the Cyanide game than Halfling teams, please ask things like that on the forum in future so the pages are kept relevant.

  6. Snotty October 31, 2010 at 11:01 am #

    Begging your pardon. Trying to bring it back to relevance. The reason why I ask was that I remember reading a good while back, an old white dwarf article. Where the writers set up a league when the 2nd wave of 3rd ed. teams came out, and the winner used Halflings!! He attributed this to the use of master chefs. It seems then as is today, to be the main if not only edge Halflings have. Bashy teams will have less ball handling skills so re-rolls are going to be far more valuable, and painful to lose. In theory them mucking up the ball, will produce more turn- overs, that prevent them squashing your little guys. Those with who are better ball handlers are more likely to be potential treeman fertiliser.

  7. Coach October 31, 2010 at 12:01 pm #

    Slight difference now in that you can only hire the Master Chef as an Inducement whereas before you could hire a permanent one. There are some other subtle changes to the team as well and if you wish to discuss them more feel free to sign up to the forum. Though Master Chefs are a big part of the success of a Halfling team.

  8. Vapant July 15, 2013 at 4:57 pm #

    Treemen are the best Throw team mate players.

    Treemen aren’t Always hungry, Really stupid, or Loners and they have Strong arm.

    They can throw a halfling 7 squares down the pitch, the halfling can then move 5 squares +1 GFI for a one turn touchdown. It all depends on the landing and scattering rolls.
    If the thrown halfling has the ball it could end a turn but if you are lucky enough to get an AG4 halfling then landing should be fairly easy.

    You can even throw a halfling at your Take rooted Treeman to knock him down and thus freeing him up again (if your beard is long).

    • Coach July 15, 2013 at 5:00 pm #

      I agree with all of that apart from throwing 7 squares, the furthest you can throw a Short Pass is 6 squares.

  9. Vapant July 19, 2013 at 11:52 am #

    Oops, sorry, We have been playing on an oversized pitch and using an old FUMBBL passing chart. I forgot it wasn’t official.

    6 squares (throw), 5 movement (Halfling) and 2 GFI (+/- upto 3 squares of scatter)

  10. The Elk June 26, 2014 at 2:39 pm #

    Hi, I’m very interested in giving Halflings a go and was going to use them in a one off game to see how I fare.

    I was thinking of taking either 8 halflings, 3 treeman (including Deeproot), 2 rerolls and a chef or 10 halflings and 1 reroll.

    Just wanted some advice on which would be best?

    • Coach June 26, 2014 at 6:25 pm #

      Some matches one will be best and in others the other choice would be… I’d probably go with the 1 reroll and 10 Halflings though, you have the Chef to steal some more. Those extra 2 players will also ease injuries and players getting sent off.

      • The Elk June 26, 2014 at 7:27 pm #

        Have sort of come round to that in my own head – means I can foul like crazy too. Thanks for the reply.

  11. The Elk June 29, 2014 at 8:09 pm #

    Coach, apologies just one more question. Can you ever envisage a situation were a Halfling team would use any of its other star players than Deeproot or Puggy?

    • Coach June 29, 2014 at 8:12 pm #

      If you play a match with a big enough disparity that you have a massive amount of inducements. Or just cause someone wants to, valid enough reason right there as well!

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