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 Post subject: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 11:32 am 
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I'd like to pick the brains of some experienced Halfling coaches because I'm considering them for my next team. I know that 'flings are there to be enjoyed and not taken too seriously, but I'd still like some idea of how to skill up, how to play etc.

First let me say that I'm pretty much exclusively a tournament player so I'm not talking skilling up in leagues etc. So basically Deeproot is in. (This team will probably contain my first ever non GW figures; I want to use the Impact! miniatures mini deadwood figures for the trees).

Essentially, if I have to boil this down to a question I'm thinking if you imagine most progression tourneys that allow single skills only, what would be the first THREE skills you give to a Halfling team, and what would your tactics be?

Any thoughts appreciated, although if it's just "they iz gon' die!", I already know that :P

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 11:46 am 
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flings are quite straight forward now -

starting roster-
10 Halfling
2 Treemen
1 Reroll
Total 600k

Skills - Diving Tackle and Side Step, pick Side Step first on the the first two and Diving Tackle first on the next two. That is all they need.

Doubles-

First double give one Block he is your ball carrier.

Next two doubles give those players PO. It sounds stupid but it really works and your PO flings are safer on the ground than standing now. :puke:

Next double probably DP or Sure Hands.

tactics, dont throw team mate at all if you can help it. A rookie error is people throw them all over the place, this will kill your flings quickly.

Just pick the ball up and march forward with your screen of 3 trees, if one takes root re-roll it and dont move your other tree that turn unless you really need to.

Take risks from time to time, stuff like half dice blocks to surf players in side line half cages and stuff like that, you have to play the odds with flings.

inducements - chef, deeproot and either zara, morg or bertha if you can afford them and a wizard is a must.


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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 12:36 pm 
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I'd probably skill the trees first - Break Tackle is very useful, as is Grab of course. So either one of each or two Break Tackle for me.

3rd skill gives lots of options - Sure Feet or Sprint to get one a little faster, Diving Tackle or Sidestep to help with defence, Sneaky Git for a bit of fouling fun.

Deeproot, 2 Trees, Chef & 9 Flings is 910k, with 12 players. You've still got to worry about rerolls, and FF/AC/CL shouldn't be ignored either. 12 players won't last long either.

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 12:53 pm 
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My immediate concern with break tackle is would it not be rendered useless if the tree is rooted? But grab sounds intriguing as it would mean a rooted tree could keep a pushed back player next to it (if I understand the rule correctly).

And yeah I was considering sure feet and of course sneaky git :P

Thanks for the help guys- and yeah my immediate thought was "I could throw team mate all the time!!" maybe I'll keep it as a last resort then.

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 12:57 pm 
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Grab.

Always grab.

There is nothing worse that a useless tree. also, you can tie up several players and block them freely in any direction, secure in the knowledge that you will still be basing them.

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 12:59 pm 
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You can use rerolls on tree's failing take root, so you shouldn't be stuck too much.

Break Tackle is great for countering opponent's who have tough enough linemen they can just mark the trees and chase the little guys.

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 1:02 pm 
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Well, yes, skill the trees, but I thought the skill path was too obvious so left it out. But apparently the path is not having looked at your choices.

Treemen want Guard and Grab they are the best two skills by far for your trees. Either way round is fine.

Break Tackle is okay, but how often would you really get to use it? Not worth it till skill 4 imo. I would probably take Multi Block before it as well.

Guard on trees increases the amount of blocks you can make in a turn with your flings, and is useful for hidding your ball carrier fling behind, and Grab means you can bounce players between trees and keep them next to you when you have taken root.

Tree Doubles - Block then Pro, if you get a third probably Jump Up, although Tackle and Frenzy are okay, but remember you cant have frenzy and grab.

1 RR is enough, you have a chef so will usually get at least 1 more anyway.

Sorry DS but I just think you are wrong in relation to CL and AC, there is no point in them except wasted TV increase which will take away inducement money from you. Avoid at all costs imo. Maybe useful in a tourney setting, but a big no in leagues.

If your Fling lives to his third skill and hasn't got a double, then fire him, he is a waste of time, dont give him any new skills certainly not Sprint Sure Feet or any other tier 3 skill.

Also never take Sneaky Git it is terrible, a complete waste of TV. you want your TV to be low so you can abuse the Inducements. Definately dont give your rubbish flings skills that are terrible.


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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 1:39 pm 
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We're talking tournaments here, right?
Because a lot of advise here is about leagues, if I read it right.

You should contact kwèk though. He's quite decent with them ;).

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 1:41 pm 
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Going under the premise that only one skill per player is allowed....

If only normal rolls:

The trees would get Break tackle from me. It's like Nazgob said, Nothing worse than a useless tree and a tree that is marked with one lineman while the ball carrier is walking by him is useless. With only 2 MA it's all about the Positioning.
Grab is really good but people will gladly dodge from your trees the last thing on their turn because they figure that either they fall and are safe from a block next turn or the get away and you cannot get to them. It's way too easy to dodge from them.

You need one or two surefeet. You will GFI often.
The comes sidestep and DT in that order.

Sneaky Git in tournament play is silly. Since you allways should have assists when fouling.

If doubles rolls allowed:

Block on one tree. Still break tackle on the other.

Block on a fling. he's the core of your team.


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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 2:10 pm 
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nonumber wrote:
I'm pretty much exclusively a tournament player so I'm not talking skilling up in leagues etc.


garion wrote:
...Maybe useful in a tourney setting


Hence the specific advice the OP asked for, rather than the generic 'fling advice you've been giving :D

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 2:15 pm 
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Afroman wrote:
Sneaky Git in tournament play is silly. Since you allways should have assists when fouling.


Sneaky Gits don't need assists when fouling. With SG you foul every turn without any/many assists. If you've lots of assists you don't foul with the SG. So you foul on turns you may otherwise not because you don't worry about the trade off.

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 2:27 pm 
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DoubleSkulls wrote:
garion wrote:
...Maybe useful in a tourney setting


Hence the specific advice the OP asked for, rather than the generic 'fling advice you've been giving :D


Lol :lol:

good point!

Yeah for tourney setting, FF AS and CL are okay, though I still wouldnt bother personally.

But still do not ever go for Sneaky Git, its a waste of time. yeah you can foul every turn, but you can do that any way and if you dont break av then there is 50% less chance of being sent off anyway, would you really want to waste one of your precious skills on a skill that doesnt actually give you any real advantage.


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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 11:17 pm 
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Its not that you want the rr, it's that you dont want your opponent to have one.
I thing the AC/CL are someting to consider in tournament settings...

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Last edited by JaM on Sat Mar 31, 2012 11:12 am, edited 1 time in total.

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Fri Mar 30, 2012 11:35 pm 
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Have to say I like AC/CL in both league and tourney setting, not for the reroll it gets me, but for the reroll it stops my opponent getting.
In a league, once they wise up and get some of their own, cut yours and get extra inducements. :lol:

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 Post subject: Re: Experienced Halfling Coaches
 Post Posted: Sat Mar 31, 2012 10:58 am 
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How daft am I being? AC, CL, FF ???? I guess AC is accurate? As an occasional Goblin player I am not sure what stunty madness this is.

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