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Skyre Slaves Strategy

1) Always protect your Deathroller
2) Divide to attack and keep ball low and use blunderbuss
3) Remember that with guard, joint forces are HUGE with slaves, swarm with em!

Tias' 2 Cents

General Advice and Starting Roster:

Good luck with your Skryre Slave team! They are unpredictable, chaotic and plain crazy, so you will have your hands full. The team strength is the tough-as-nails Mechavermin and the large quantity of players with Guard you have to back them up with. The team's weaknesses are numerous but insignificant: Less-than-fast MA, the slaves break extremely easily and some players are unpredictable because of their bonehead skill or illegal weapons..

Some may think the Deathroller is a vital part of the Skryre team, but I disagree. I bought a 'Roller for my first team with the uncritical view that it was probably as awesome an engine of destruction as the Dwarf star roller. Needless to say, I was wrong: In the matches it has played thus far it has blocked one player, then blown its boiler and languished in the Badly Hurt box for the rest of the game. Whether you want to take a Warpwheel Deathroller at start is a matter of attitude, but remember that it takes a wad of cash you could use elsewhere. If you take it, there are a few effective ways to use it later in this article.

Take your full allotment of positional players from the start, 2 Mechavermin and 2 Sharpshooters. These form the core of your offensive capability, and re-rolls are only a secondary concern compared to the players that will keep your team from being massacred in the debut match! An apothecary is also a good investment, for although your Mechavermin rarely if ever fail an Armour roll, one might be destroyed in a fluke; and your Sharpshooters can easily get injured or killed. If that doesn't seem to be an issue, you can use it to revive a killed slave.

Offense:

You'll want to keep a slave or Sharpshooter back for picking up the ball from the kick-off, but pray for a touchback! This will allow you great leeway for your plays, as you can either give the ball to:

A) A Mechavermin. 'Vermin are not great ball-carriers on their own, but if they receive the ball through a touchback, they can quickly tear a hole through the opposition with the help from Guarding slaves. Remember, though, that they are still mecha-slow, and will require protection as they move downfield.
Or..
B) A Sharpshooter! The blunderboss is a great tool for getting the ball far into the opposing defense, and you should dodge a few slaves or the other Sharpshooter through the opposition so they can catch/pick-up the ball and rush for a touchdown. If you can't seem to get your players into the opposing end zone area alive, don't despair! A Sharpshooter makes a decent ball-carrier on his own, as his ST of 2 gives him an edge blitzing other ST 1/ST 2 players, and assisted by a swarm of slaves and your Mechavermin, he can be a great scorer in his own right!

Of course, if none of said players are available, grab it with a slave and move him into a protective cage, using Mechavermin and slaves to shield him and spend the next turn grinding the opposition down, then attempt to score when the situation clears up.

Keep your Deathroller a bit back if you have one, use it tactically to blitz an opposing player infiltrating your half, or just use it to foul away, cackling maniacally as you crush the opponents downed players flat as pancakes!

Defense:

Defense is not a Skryre teams strongest suit, but if you keep your wits about you you can manage to stop the opponent before all your slaves are dead! So what's the good news? A Mechavermin is about the best blocker there is with AV 11 and Stand Firm( even more so once they gain block), and you should place both of them in positions where they can tie down the largest quantity of the opponents. You will need your slaves to help them, so be careful with your slaves - they will die in droves, and you still need them, so don't place them in dangerous situations unless there are enough slaves Guarding them.

Again, if you have a Deathroller, don't deploy it in the middle of the field. Keep it back a bit to blitz a potential scoring opponent, or use it to tactically foul any downed players you consider a threat.


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Last update: March 21, 2007