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Nippon Starting Roster & Tactics



Starting Rosters

Variation 1

  • 5 Linemen
  • 2 Samurai
  • 2 Warrior Monks
  • 2 Ninja
  • 3 Re-rolls
  • 1 Apo
  • Total = 980k

Starting with 3 re-rolls, a2 players with block and 2 having Ag4 and Dodge should be able to cope reasonably well without. Starting with both Warrior Monks is a luxury however it is also important you get them skilled up asap. The 2 Samurai are the corner stone of your team and it is important to start with at least 2, for Block and to absorb hits that would otherwise be directed at the Ninjas and Monks. A slight variation is to change the apo for a 6th lino to have 1 player bench. Next step should be hire the 2 missing samurais.

 

Variation 2

  • 5 Linemen
  • 4 Samurai
  • 2 Ninja
  • 3 Re-rolls
  • Total = 970k

Starting with all 4 blitzers with Block means you will not have to worry about re-rolls when blocking, in addition you will have a good movement (mv 7) over most races. Having 2 ninjas ag4 and mv8 with dodge-leap from the begging give more opportunities for a quick TD or to run away from tough situations and also will help you to skill up both quickly. Finally 5 human linemen. With 30k remaining on treasury will allow you to buy a apothecary after 1st match. Then next step should be buy your 1st warrior monk. A slight variation of this roster is to change 1 lino for a 1 warrior monk, this allows you to have a warrior monk from the begging and skill up him earlier but you need to be very carefully because with av7 and no skills will be an important target to blitz for your opponent.

 


Tactics

Advantages

  • Hybrid team with diverse and interesting skills
  • Good mix of positional players with GS or GA access
  • 2 ninjas AG 4 with high mobility
  • Good movement capabilities overall

Disadvantages:

  • Ninjas and warrior monks with AV 7
  • Lack of dedicated thrower and catcher implies you will need to play the running game
  • No big guy or ST4 players

Tactics

Score fast, get the ball back and score fast again and repeat.

Nippon team plays as hybrid Human/Skaven roster with diverse and interesting skills from the beginning (4 Block with GS access , 2 dodge-leap AG4 with high movement, claw access for a human team). The team works very well putting pressure to the opponent from turn 1 to turn 8.

If you can go into the game as the underdog with a wizard, the game tips strongly in your favour as the team comes with the great starting skills.

I think everyone can agree you need to make 1 Ninja a ball carrier and the other 1 a ball sacker. Don't worry too much about protecting them as they skill fast.

Samurai are great, you want all 4, get 1 or 2 with tackle & mighty blow, some guard on 1 or 2 others and another 1 with frenzy.

Linemen are cheap and can take hits, so don't be scared to leave one in contact with the opposing teams main hitters to tie them up. Make sure to make one lino with Kick ASAP and always try to kick as close to wide zone LoS as you can to make pressure with the team and ninja ball sacker.

Monks look great with CLAW and GA access but they become targets of blitzes due to less AV and need a few skills before they begin to offer the team anything. And you want your Samurai and Ninjas to skill 1st, so they'll not really be picking up SPP that often.

Team Development

"Samurai" GS/AP

  • Normal: Guard, Mighty Blow, Tackle, Frenzy, Stand Firm, Grab
  • Double: Dodge, Leader
  • Stats: +ST, +AG, +MV

"Warrior Monk" GA/SP

  • Normal: Dodge, Block/Wrestle, Tackle, Fend, Side Step, Diving Tackle, Jump Up
  • Double: Mighty Blow, Leader
  • Stats: +ST, +AG, +MV, +AV,

"Ninja ball carrier" GA/SP

  • Normal: Block, Sure Hands, Side Step, Sprint, Sure Feet
  • Double: Guard, Leader
  • Stats: +AG, +MV, +ST, +AV,

"Ninja ball sacker" GA/SP

  • Normal: Wrestle, Strip Ball, Dauntless, Tackle, Jump Up
  • Double: Mighty Blow, Guard, Leader
  • Stats: +MV, +AG, +ST, +AV,

"Ashigaru" G/ASP

  • Normal: Block/Wrestle, Fend, Tackle, Kick
  • Double: Guard, Leader
  • Stats: +ST, +AG, +MV
Last update: April 1, 2021