halfling team advice

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gijimmy
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halfling team advice

Post by gijimmy »

i just got a halfling team and played one game with them and beat orcs solely on luck i believe just wondering if anyone had any good advice...my team:
13 halflings( 1 with sprint)
1 treeman
1 ogre
5 rerolls
fan factor 4

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Zy-Nox
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Post by Zy-Nox »

A higher FF to start probably would've been better,
as for advice, dont rely on that throw team mate thing for your tds( unless you roll a double then take pass on the tree or ogre)
Gang up on lone players and bring them down then put the boot in :evil:

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GalakStarscraper
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Post by GalakStarscraper »

Freebooting is very key to Halfling victory.

Things to think about ... try to go into each game with 50k in your treasury.

If you opponent has 1 or 2 rerolls, freeboot a Master Chef, as you'll very likely strip him of his rerolls for the entire game which definitely helps your cause.

Otherwise, I freeboot 2 Halflings every game. These guys go on the Line of Scrimmage and are the Halflings that put tackle zones on the opponents.

I've found these two strategies really help keep the team competitve.

Galak

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vorner23
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Post by vorner23 »

1 Never use the Treeman for TTM.
Where ever possible hit a man on the floor. Stick the boot in, Halfling hit squads will be feared again.

If he gets sent off..... well who cares! Plenty more players where he came from. And at least he's got out of the match alive!

Don't be afraid to use the 'halfling cage.' Those pesky halflies take at least 3 turns to get into a scoring position so you have to protect the ball carrier at all times. The bonus of this cage though unlike most is that the players making the cage can dodge back and continue to protect the ball carrier.

Another nice tactic for playing against a very fast team is to keep 1 or 2 halfies back near your TZ. One of them can make it to the player that makes a break for it... but if you leave an ogre open as well he can throw a halfy from the los to the player thats making the break, he can then land and move in for the assist.

Suddenly the initial halfy that was going to make the blitz has an assist. Against most catchers this will be 2 dice in favour of the halfy coach. (Warning, some halfling coaches may not understand the concept of rolling 2 dice in attack. But unbelievably for the good half coach it is possible!)

Just a few ideas besides the basic TTM, which can be hilarity itself when it works against an unsuspecting opponent.

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GalakStarscraper
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Post by GalakStarscraper »

vorner23 wrote:Never use the Treeman for TTM.
On this note, I disagree. A Treeman with Pro can do TTM with no problem (78% to Short Pass range).

Use it all the time and don't really see the problem.

Yeah you should hit people with them when you can, but don't be afraid to use TTM.

Used it in my game with Neo that just finished. TTM in Very Sunny weather with the Treeman in an opponent's TZ to Short Pass range. Player lands and then blitzes the Gutter Runner deep in opponent's turf that was unguarded to pop the ball loose.

Ogres are great, but at 240k each .... you normally will just have better things to do with your cash then buy one ... just my opinion. I don't recommend Ogre use on Halfling teams .... better places to use the cash in my opinion. I just don't see the Ogre as worth 130k more than a Treeman.

Galak

I have two starting Halfling Rosters that I highly recommend:
Aggressive Roster:
9 Halflings
2 Freebooted Halflings
2 Treeman
Freebooted Deeproot Strongbranch
5 Rerolls
9 Fan Factor

Tamer Roster:
2 Treeman
12 Halflings
2 Freebooted Halflings
5 Rerolls
9 Fan Factor

Just my opinion from playing the team.

Galak

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