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Xoonaka
Last seen 15 years ago
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Archive

2010

2010-03-01 05:43:51
rating 4.5
2010-02-28 08:07:11
rating 4.8
2010-02-26 00:58:12
rating 4.6
2010-02-23 23:22:30
rating 4.6
2010-02-23 23:22:30
16 votes, rating 4.6
Halfling Team... Day 1
Today I played against Hugh and his Norse team. The match started out splendidly with tons of dodging and weaving in a drive that was capped off with a quick pass and run in for the score.

Unfortunately, the good news ends there.

I still have little concept on how to play defense with my Halflings. Since I'd eaten a good 5 or 6 turns on my drive, the plan became stall. I set up with most of my halflings in the backfield and my trees up front.

I tried a risky scrimmage kick (why, I can't recall now). The ball was a touchback, giving him free reign. He gave it to a catcher and from there systematically pushed his way downfield. On the final turn of the half, he dodged through a few tackle zones and managed to get the score.

We were tied.

On the second half, I was again stuck in defense. This time I used a similar strategy with a regular kick off. He fumbled a few times, and I was able to break ranks and get it to one of my halflings. He didn't last long, and soon Hugh had the ball back and was marching downfield to another score.

Now, the kick was to me. There weren't many turns left, some 3 or 4. I decided to go for the ballsy move to tie it up. I put three sacrificial halflings on the line and set both my trees up surrounded by halflings. He played into my hands by stacking up the line, leaving the backfield free and clear.

To top it off, the kickoff was rolled "bad", and I had the perfect opportunity. I gave the ball to a halfling near my front most tree and I immediately went for the hurl.

This is where I learned my greatest lesson about my newly chosen team.

My tree fumbled the halfling... and he was KO'd from the bout. It was his turn. Now I was extra desperate, and after his turn I rushed up another halfling and attempted to hurl him. He was fumbled and KO'd.

At this point, it was done for, he recovered and marched down the field. He didn't score due to trying a hand off for no reason, but I still had lost.

I now find myself wondering if my number one reason for playing this silly team of half pints is completely wrong... the "Halfling Fling" does not seem to be a viable strategy, even in perfect conditions.

....what have I gotten myself into?


Update: After reading some comments below, it seems I may have been trying to throw my poor halfling too far, as I was going for max range. I'm still new to Fumbbl, but the log still seemed to say I fumbled the guy anyhow, even without TZs, so apparently those 1 rolls were loving me the second half. I went from near 70% luck in the first half to a more usual 43% by the end of the game. Thanks for your feedback everyone!
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Comments
Posted by KJG on 2010-02-24 00:13:03
I'm a big fan of playing halflings, and recently started a team for the Box, which has been quite successful. I have to say the TTM is actually more likely to work than not. All you need is not to fumble (which is anything but 1) and then land properly (which is 4+ normally, unless the throw was accurate). Being flings you have plenty of RR. All you need to make sure is that your tree isn't in more than one opponent's tz, and you'll be allright. And remember that TTM'ing someone who doesn't have the ball is NOT a turnover, even if it fails, so sometimes it can be useful to just throw them out there and see if you can perhaps pass the ball up later. Can be very useful if the opponent fumbles and you just fly in and steal the ball for a quick td! Finally, remember it's possible to score with flings without TTM'ing. It's harder, but don't TTM unless it's meaningful.

Defence with flings is a trickier matter, but it's easier once you've got a few DT and Sidestep. And remember that it's sometimes useful to TTM backwards, to mark a player or even blitz. Especially since it's not a turnover if it fails. GL with your team!
Posted by freak_in_a_frock on 2010-02-24 09:21:21
Ahhh, the joy of halflings. To be honest you have picked probably the hardest team there is to coach successfully. Then again they are one of the most fun.

TTM (Throw Team Mate) is best at short pass or quick pass ranges. Remember that the range then gets increased by one band. Therefore a long pass will count as a long bomb and will fumble 50% of the time, without the chance to use a reroll. Meanwhile a short pass (increased to long pass) will only fail 33% of the time. The important thing to remember is that you can reroll the landing, and any GFI's the halfling needs to score, but not that important pass result.

If you do ever give a treeman pass you can reroll the TTM attempt, but accurate doesn't work with TTM, nor does hail mary pass. Most people wouldn't give a tree pass though, prefering block. Another point to remember with a treeman with pass is that you should never reroll an inaccurate pass, since at least the little guy is heading in the right direction, In the past i have actually scattered into the endzone and score \o/.