Humans
Humans are one of the hardest teams to play and get victories and sometimes even to maintain a complete roster. They describe the Human race as being the most versatile team there is out there. And they are right. But don't forget, Humans don't have a specialization either. Although they have players that are specialized, or can be specialized, you can't rely on them being on the pitch long enough to utilize their specialization. So, keep your versatility open. And try not to get stuck in playing the bash game against a bash team as you will find that the game can go catastrophically in the wrong direction! Nor do you want to play like the agile teams against an agile team. You need to keep the pressure on your gameplan.
The good thing about humans though is that they are relatively cheap to replace and their RR's are cheap. And you may find yourself doing that often. So don't be skimply on getting extra players on your rosters to make up some of the loss that you suffer during the matches (which is almost assured).
*****One thing I will mention about playing the Humans. You need to make tactical decisions as often as possible. So, make sure that whatever skills that you have are made to ask you if you wish to use them. Fend, stand firm, pass, etc... You will be needing to make as many decisions as you possibly can to make this team the most effective!
Here is how I normally start my team:
2 Throwers (140k)
4 Blitzers (360k)
2 Catchers (140k)
3 Linemen (150k)
3 RR's (150k)
1 Apothecary (50k)
This is my general starting team. However, it may change depending on what teams are in a league. If there is over 50% playing bashy type teams, I generally skip out on the catchers and get linemen on my starting roster. Also, I lose a thrower and replace him with a linemen as well and get another RR instead as you will need it. That though is up to you. I find my catchers don't live long against bashy teams repetitively playing against them.
Now, lets move on to stats and skills.
Thrower stat increases:
Strength = never
Agility = always
Armor = never
Movement = never
Thrower skill increases:
1) Accurate
2) Nerves of Steel
3) Dump Off
4) Wrestle
5) Dodge
6) Safe Pass/Hail Mary Pass
Accurate is the first skill I pick solely for the reason of reliability to throw. If I get an agility increase, it makes it better! Nerves of Steel is the next skill I get as most bashy teams will be able to surround your Thrower fairly easy even if you had a box. And since that agility is low for a Thrower, you need to rely on throwing that ball out of there instead of dodging especially against bashy teams. Also, I make it in the options of the game where it will ask if I wish to use pass. I definitely don't want to roll a 1 in such a situation and so will pass on the RR to ensure the ball gets out of there if I don't get a 1. This is until I at least get Dump-off. Then I may wait to throw the ball on the opponent's turn to avoid a turnover and better position my players in which to prepare for the Dump-Off. The next skill I would choose is Wrestle. This is to help avoid an armor roll if possible and puts my guy on the ground without one. That way an opponent can only foul him to get that armor roll. Then I choose Dodge for survivability reasons and then Safe-Pass to avoid fumbles or interceptions or Hail Mary Pass for the long ball.
If I get an agility increase, GREAT! For me, the 50k value increase is practically worth it! If I get doubles, I choose Strong Arm. If I get both of them, then I use category 2 below.
Below are the various options that may be good to try out. They aren't bad, but not as effective as the above or as much in survivability in my opinion.
-----------1-----------------2----------------3---------
1) Accurate---------1) Accurate----1) Wrestle
2) Nerves of Steel--2) Dump Off----2) Strip Ball
3) Dump Off---------3) Safe Throw--3) Catch
4) Hail Mary Pass---4) Wrestle-----4) Hail Mary Pass
5) Safe Throw-------5) Strong Arm--5) Dump Off
6) Leader/Kick------6) +1 Agility--6) Leader/Kick/Frenzy
Category 1 is focused on ball handling. This is ok provided that he is protected well. Not a good one to have on defense! Category 2 is if I get an agility increase and doubles on two separate rolls. Category 3 is good for a safety player that can quickly make the ball go to the other side of the pitch or to stop a receiver from scoring the following turn! I tried Category 3 when i didn't roll doubles at all on the first two skills. And it works ok'ish as the 3 agility doesn't help much (you still need a 6 to intercept the ball). But when it does work, you will definitely be smiling as you throw the Hail Mary Bomb!
Let's move on to Catchers next as you may see that I pick Hail Mary Pass a lot.
Catchers Stat Increases:
Strength = rarely
Agility = always
movement = sometimes
Armor = never
Strength I would rarely pick due to the value increase it gives in comparison to it being useful. If I want to utilize a catcher that will absorb more opponent's players in which to blitz him, then sure..why not?! Otherwise, try and leave this alone and pick a skill that can be waaaay more useful for less tv. Agility i would always pick as dodging and catching are the two most important things to a catcher! Movement if you plan on getting sure feet and sprint would make a very fast catcher. If you are lucky enough to get 2 movement ups, then scoring in one turn becomes a high probability! But that is really hoping! And armor is a no as the usefulness just isn't there.
I don't have a set way of making a main build for human catchers! So far, I have never had 2 of the same build on the same team! lol So I am putting all the possible builds that I have used when I played them.
Catchers skill increases:
---------1-------------------2-----------------3---------------4-----------------5------
1) Block----------1) Wrestle----------1) Diving Catch--1) Diving Catch---1) Diving Catch
2) Diving Catch---2) Diving Catch-----2) Fend----------2) Pass Block-----2) Wrestle
3) Fend-----------3) Dauntless--------3) Side Step-----3) Block----------3) Block
4) Dauntless------4) Strip Ball-------4) Sure Feet-----4) Shadowing------4) Fend
5) Pass Block-----5) Pass Block-------5) Sprint--------5) Dirty Player---5) Side Step
6) Jump Up--------6) Hail Mary Pass---6) Leap----------6) Sneaky Git-----6) +1 Agility
Category 1 is usually my more aggressive type of Catcher. While the rest of my team fights it out with the opponent, my Catcher goes for the ball. He is often found outside of the main action (as it should be for Catchers) and closing in on the ball carrier and/or the ball. The skills picked are to help him not only to be a receiver, but to also throw that one vs one block in hopes of knocking the ball carrier down. Block, Fend, Dauntless, Pass Block, and Jump Up are the more useful skills in getting him there along with marginally helping him to knock the ball carrier down and deterring or possibly make an interception if the opponent gets frantic and wishes to throw it. Diving Catch is there because of inaccurate passes from my own Throwers (and if you remember, I do like hail-mary with my throwers!).
Category 2 are usually my more universal type of Catcher. They can get into a variety of rolls such as coverage, blitzer, and with a slight touch of thrower. Not a lethal choice of skills, but it will allow them to do multiple things that may be needed for fast moving players.
Category 3 is an agility based Catcher. This isn't a very effective build, but does allow a lot of reliable movement to keep the opponent spread out a bit in fear of a pass. This player is generally an offensive weapon and isn't very good in helping your defense. Assists on defense is about all you want to do with them.
Category 4 is a cornerback, fouler, or a back up receiver. With Shadowing, this may allow you to knock opponents down as they may have to continuously dodge out of his tackle zone. And if the opponent falls down, give him a few kicks for his stupidity.
Category 5 is more useful than most would think in regards to having a receiver still standing at the end of an opponent's turn. And if you have an agility increase, what better way of making the best use of them and helping them survive in which to do their role. Even if you don't get the agility increase, this is still pretty effective in what they are designed to do! And that is to catch and score! Not much good for a defensive role in blocking though, so don't do it with this guy. Assist only if you think it is the best play you can do with him!
Now its time for the main guys of the team.
Blitzers
These guys should be the ones throwing most of the blocks for your team. They are the ones that will probably be in the mix of things and the most critical in regards to your team's effectiveness. Never, ever, ever, go into a game with less than four if you can avoid it!
Blitzer stat increases:
Strength = always
Agility = maybe
Movement = Never
Armor = rarely
Strength is important as Humans have a big lack of it and is needed for helping your run game. Agility is a maybe as agility is also a big lack of too! And with four Blitzers, you might be able to get by with getting one for an increase... Up to you though as agility does add considerably more to your tv!!!!
Blitzer skill increases:
1) Mighty Blow and Guard/Dauntless
2) Mighty Blow and Guard/Dauntless
3) Piling On
4) Stand Firm
5) Open
6) Open
The reason why I leave 5 and 6 open is because that is where I change things up. And those two will be in the list of possibilities below. Blitzers are the pounders on your team. They are the ones that will be your go to guys to get an opening somewhere in the opponent's defenses for you to pass or run through. I find that these guys are usually the least likely to actually blitz the ball carrier as they are more in the scrum of things and Humans are not known for doing a lot of dodging... so with that said, on to the list of possibilities.
-----------------1---------------------2--------------3-----------4-----------------5--------
5) Dodge (doubles)------------5) +1 Strength---5) Grab----5) Shadowing---5) Jump Up (doubles)
6) Tackle/strip ball/wrestle--6) Frenzy--------6) Tackle--6) Pass Block--6)
Category 1 is more to the general blitzer type for generally more agile teams. Having dodge allows you to be more mobile and can help with adjusting your offensive strength somewhere more needed. Defensively, this allows him to be a more effective blitzer.
Category 2 is about focusing more on the smash type of blocker. With a higher strength, he becomes a more capable and lethal blocker.
Category 3 is about repositioning the opponent to maximize more blocks against said player. And also helps against nullifying that damn Side-Step!
Category 4 is more of a sneaky build. Most opponents won't look at the player that they are trying to dodge away from or to see if you have pass block. This will allow you to possibly reposition your player and/or to cause a rare turnover possibility!
Category 5 is a build that keeps this player active as much as possible. Picking that 6th skill is a tough one and can vary. So I left it blank so you can/must decide!
Linemen
Although cheap, they will be the least effective of your team. They are the most useful getting in the way of opponents or assisting your Blitzers in blocking. Positioning for these guys will be at the utmost importance as positioning will make or break your team! Keep in mind that they only have access to General skills without doubles, so utilize those general skills as much as possible. Also, they probably won't last long as they are the meat on your team in regards to opponents beating on them.
Linemen stat increases:
Strength = always
Agility = never
Movement = never
Armor = maybe
I put armor as a maybe because the linemen are usually the first and most often to get pounded on. This will probably help the player to survive a bit longer....
Linemen skill increases:
1) Wrestle
2) Fend
3) Dauntless
4+) open
As linemen only have access to general skills, the rest I leave open and won't be making a possibilities list as the variance is too great for builds. It almost comes down to where there is no useless builds with these guys. More often than not, I honestly don't care at this point and usually give them Dirty Player, Shadowing, and Pass Block just to mess with the opponent. But if I roll doubles, then that changes my attitude in regards to progressing them. If you do roll doubles, try and pick a skill that will enhance them in a role that you want or wish to give them that can be enhanced by other general skills! For example, if I get a strength up, that linemen becomes a Blitzer and I will start to try and follow the Blitzer rolls mentioned above. If I get a regular double, then I would possibly pick Sneaky Git and later on pick Dirty Player to make him a fouler. Above all though, I always keep my linemen on the line at kick offs (unless he has a strength 4).
Ogres:
You only get one of these guys! But boy oh boy can they help out a lot with the run game and breaking up boxes! Being backed up by shadowing players with pass block players can greatly minimize the opponent's ball moving capabilities as your Ogre gives pressure to the ball carrier. And it never hurts when a big guy can make a gap to run through or a clear path to throw the ball. Don't get into a big guy on big guy fight. This will tie him up and you will lose that advantage! Also, don't forget to back him up or you may find yourself without an Ogre!
Ogre stat increases:
Strength = never
Agility = maybe, but doubtful
Movement = never
Armor = maybe, but doubtful
Block on doubles only! Block is waaaaayyyyy more useful than Strength and any other skill. Agility if you plan on trying to give him the ball. Otherwise don't pick it. Armor if you find yourself big guy on big guy a lot, even then its not that useful. So pick carefully!
Ogre skill increases:
1) Pro
2) Break Tackle
3) Guard/Grab
4) Guard/Grab
5) Stand Firm
6) Multiple Block/Juggernaut if you haven't gotten any doubles by this point.
I consider big guys to be more important in just about any team than other gamers do! They usually become my star player in regards to focus! So take this bit of advice in regards to how you feel! Just know about the drawbacks and advantages of a big guy before you take actions with them! Also, with a 2 for agility, I might actually consider giving the ball to an Ogre if I can to get him some spp's! If you get an agility increase without a double, this might prove useful to you to get him those spp's which are harder to get with Ogre's!
Block is the most useful skill, so pray for those doubles! And since Bone-Head is soo unfriendly to Human teams, Pro is the next most useful skill. This stops from using the Team RR's. Do not use Team RR's to reroll Pro. The probabilities of success greatly gets reduced for the value of what the RR is worth! You are greatly reducing the effectiveness of utilizing them for something way more important later too! So let it go even if it causes a turnover!
As I mentioned, I focus on my big guys. So I tend to blitz with them more than others do. So break tackle is a skill that I consider a priority. Nothing better than breaking a box by blitzing a big guy out of one melee into another and moving the opponent's player where I want him. Then having the opponent not be able to move him adding pressure to the ball carrier!
Lastly, I never ever get Piling On for an Ogre. He needs to stay standing to be effective for my team! If you want a killer Ogre, then feel free to get it. But make a wise decision as to what ability you need to take out to get it!
Tactics:
Versatility! I can't emphasis this enough. Plan on running the ball until you "have to" throw it. You should only be making shorter passes until your thrower gets more developed, but understand the need to throw it longer on occasion. Passing the ball is an alternative or secondary option to Humans and should be used as such. It shouldn't be your main thing even though it looks so cool to do! So you should never field 4 catchers on the pitch at the same time if you can avoid this!
Setting up on the pitch is the most vital as you need to pick the best players for the drive. ie: you want to pick your coverage receivers against throw happy teams and your aggressive receivers on the more bashy teams. This will maximize your player's usefulness! Also, more often than not, the ball will be kicked on the deeper half of your side of the pitch. Don't throw your receivers up the pitch until you are ready to throw the ball the next turn! Don't do this unless you plan on throwing it the following turn or you may find both of your Catchers on their *sses or out of play and no one to throw it too! And keep your Ogre off the line of scrimmage when you are kicking off! No need to put him in danger and is better to keep him versatile to react to what happens on the pitch!
Don't get caught up in a bashy game. Pretty much against any decently armored team, you are not equipped with the great players of bash in which to do so. Focus your strikes to gain strategic advantages whenever you can (which should be always). As your team progresses, you should be able to gain a few extra players to replace those that you lose. With humans, this will be common place. They aren't like others teams with high strength or high agility that can still throw up competition being men down! So, the longer the pitch lasts, the more likely of failure and strategy with human teams.
If you do find yourself with the advantage of numbers on the field, keep bashing and enjoy it while it lasts. Its not often this will happen for you! Just don't forget that the ball is more important!
Anytime you wish to play a game, whether you consider it training or a regular match, please send me a pm using this forum or via Steam (name is the same). Just to let you know, I play to win always! But if you want, I can possibly give you more ideas, how to set up your team, and so forth. So don't be shy! Learning isn't an embarassment. Its the idiot that doesn't make the initiative that should be embarrassed! I might need a day's notice though. Scheduled matches are the best option. I work from 630am central to 5pm central. Any time outside of that is feasible (unless I already have a scheduled match of which is always first scheduled = priority)!