I'm new here. Brand spanking new. So new that this is my first post. I wasn't even going to register until i saw only one halfling tactics post, and read that the guy didn't even leave room for a master chef. Quite appalling. So I decided I would give some insight into my success with flings. I don't win every game, but I do win more than I lose, and that's saying something with flings. It is so typical of Games Workshop (even if it ISN'T one of their three best sellers) to take a team that was once SO good (LRB4) and turn it into one of the worst teams (Now). For starters, no free master chef, and the master chef you pay for now only works half the time. In LRB4, if i spent 100k on the master chef, that would be minus 11 re-rolls..... Another big change I'm not fond of is the cost of Deeproot Strongbranch. In LRB 4, one could hire Deeproot for 90k for a single match. Now it is more than three times that price! In addition, Dirty Player is now only plus one, you are much more likely to get sent off the pitch for fouls, and the opposing team can foul you back without worrying about taking the eye off of you. So all in all, LRB6 is terrible for halflings. The guys who were once the underdogs are now just beat. There are a few ways to remedy this, however. One of the biggest things I stressed to new coaches in LRB4 was to hire deeproot for your first game; he really helps to jump start your team and get them headed in the right direction. There is a way to do this in LRB6 too, its just more expensive. Of course you are going to want a master chef as well. So in total, this means you need 400k for inducements. This means you need to make your TV 800 exactly. You will have 200k left in the bank and will get 200 more from inducements. A roster might look like this: 2 Treemen 240,00 11 Halflings 33,000 Apothecary 50,000 3 Re-rolls 180,000 200,000 in bank With Deeproot, this is 14 players total, more than enough to not get outnumbered too badly. Look ma! Three trees! This means no flings should have to start on the line of scrimmage this game. My typical set up looks like this. Kicking: [play-creator]7389[/play-creator] The fling in the middle on the LOS is either Deeproot or a 0SPP fling, depending on if you have deeproot or not. Receiving: [play-creator]7390[/play-creator] Same thing here. ALWAYS try to keep a fling in a directional position on a tree (N,S,E,W). This makes sure that STR 3 teams cannot get a 2 die block unless they deal with the fling first. For a purchasing schedule, your priority is keeping the roster at 15 for all games. If you have spare cash left over after buying replacements, save up for another re-roll. Then, after the re-roll, buy 5 cheerleaders and 5 assistant coaches. I know this goes against the grain of what is normally taught in most tacticas, but what this does is makes sure that you NEVER lose a cheering fans or brilliant coaching roll unless the other teams has cheerleaders or coaches themselves. And flings all all about that re-roll denial. After this, you can start saving up to hire deeproot again. Though this doesn't necessarily have to do with purchasing schedule, it still needs to be said. NEVER USE YOUR OWN GOLD ON A MASTER CHEF. That's right. Master chef should only be bought with inducements. However, you will need one every match. Which means that you should ALWAYS play someone with at least 100 more team value than yourself. Always. If this makes you uncomfortable, then you shouldn't be playing flings. Another thing that needs to be said: cherrypick like there is no tomorrow. Avoid teams with tackle and try to play as many teams that have AV seven as possible (wood elves, amazons and norse all come to mind). You might also find that you are the result of cherry picking yourself. Let this happen! Generally, the teams that will want to play you are the low AV teams, since they think they can bash their way through you. Show them that they are wrong! Which brings up another point; FOUL. It is the great equalizer. A halfling team that doesn't foul is like a halfing team that doesn't eat. Fouling is their bread and butter so to say. As for skills, it's really up to personal taste. I like making everyone the same myself. Diversity is for American high schools, not halflings. Not that there is much to diversify with anyways. Treemen get Guard, Break Tackle, then Multiple Block. Sometimes I'll take Juggernaut instead of Multiple block. For doubles, Block is the only way to go. On a second double, I have a hard time choosing between Pro, Leader, and Sure Feet. They all have their advantages, it's up to the coach. On 55 take block, 64 take movement. Ignore 56 and 66 is a awesome awesome gift. Always take Strength. Flings get sidestep (I like pushing people out of bounds), catch (for hand offs), sure feet, and diving tackle, though not always in that order since it is rare for a fling to get that many SPPs before kicking the bucket. For doubles, almost always you should take dirty player. Then you would take sneaky git on top of it. Fouling is the way to go with flings. 55 take the double. 64 take movement. 56 is a godsend for flings like 66 is for trees. 66 is interesting. Hope for a doubles after this so you can take block and he becomes a great cage breaker. That's really all i can think of so far. This post will probably be edited many times as more things come to mind. I apologize for not being the most eloquent of writers, not really my thing. I do hope that this shines some light on halflings and shows that they can be somewhat decent if played right.