I’ve posted a number of pictures in a previous post showing my full Norse Team: The Gronn Fjord Raiders (Gronn means Green in Norwegian by the way) but i’ve already repainted the edge of the bases of all the players and written their names on the bases (the repainting was to allow the names to stand out more). The names were instead of numbering them as some of the team, such as the throwers, didn’t have anywhere obvious to add numbers (bar the codpiece).
I also added various white ‘chalk’ lines to some of the players bases (after seeing something similar online). I quite like the way it breaks up the plain grass bases I normally style miniatures with (examples below).
The lighting isn’t brilliant as my bulb went but the bases show up fine.
I’ve also submitted my team for the BB league to Commissioners Pete and Chris and have taken a chance in taking minimal players and an even more massive risk by taking only one reroll. Probably something i’ll regret as having less than 12 players and 2 re-rolls is always ‘chancey’.
The reason for doing this, is to allow me to take the maximum number of large guys and berserkers. With the exception of the 3 large guys the entire team comes with Block which should help to offset the lack of rerolls and I’ve taken an apothecary to try and ensure key players survive! I have a feeling the reroll will always be used on failed ball pickups though (at least until I get the sure-hands skill).
Gronn Fjord Raiders
Cadoc the Bear – Ulfwerenar – 110k
Beorn Two-Skins – Ulfwerenar – 110k
Magnus the Bold – Berserker – 90k
Eirik Lornhorn – Berserker – 90k
Floki the Swift – Runner – 90k
Uday Ragekill – Yhetee – 140k
Vali Thorsen – Lineman – 50k
Asmund Whitefall – Lineman – 50k
Mythil Strus – Lineman – 50k
Ragna Dagfinn – Lineman – 50k
Gudmund Stonehand – Lineman – 50k
Sub-total – 880k
1 * Reroll – 60k
1 * Apothecary – 50K
Team Value – 990k (with 10k in the bank)
Thoughts on players
The Ulfwerenar are STR 4 with Frenzy. A great combo but like many bigger players, it can take a while for them to skill up, hence you really need them in from the word go to maximise the chance for MVPs. Although Block is likely the most obvious skill to take on the first level up, I am tempted with Mighty Blow (MB) as that will help with gaining skill points more quickly through injuries. The issue with that is the lack of rerolls in the team to mitigate the lack of block…
Normally I wouldn’t have taken the Troll and instead taken another re-roll, however I really like the model so that was the overwhelming factor in taking it (and like the Ulfwerenar, it can also take ages to level up so getting it early can also help). Unlike other big guys he doesn’t get the MB skill to start and instead gains claws. This helps to mitigate high armour and with the FAQ changing the wording to the skill means it is again viable when using it with the MB skill (which is always the first skill up unless you are fortunate enough to roll a double, in which case block is a no brainer).
The Berserkers are key players for the team, though with Frenzy they are another player that can be pulled out of position if you are not careful.
It is worth noting that in previous editions nearly all the above players would likely have been given the ‘piling on’ skill early on to help break armour and cause more casualties. In this edition it’s an optional skill (being allowed by our commissioners) but it has been hit by a giant nerf bat. Not only do you have to use a team reroll every time you want to use it but it now also can’t be combined with the claws mutation or the Mighty Blow skill. Yes it may have been overpowered before but now I struggle to see a place for it.
The Runner was included instead of a thrower on the grounds that he is a more versitile player. Many players dislike the Thrower on the Norse team if only because he doesn’t start with surehands. I like having the option of a passing game but the Runner can be used in a multitude of ways and doesn’t just have to just play a catcher role, hence I’ve included him first.
The linemen are completely disposable at the starting level and the aim is to only level them up to perhaps the first upgrade (if possible), unless they get something really good (which normally means a doubles roll) as I want to avoid unnecessary increases to the team value and all scoring/increases to players should be concentrated on the specialist players.
I approve of the White Lines in the Grass on your Bases, it makes the Minis pop that much more!
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