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I'm starting this post with a caveat: I've not played dungeon bowl since 2nd ed (some 15 years ago) - so I've been thinking mostly about starting rosters, rather than developed teams, for the moment. As there are a lot more options for player choice open to dungeon bowl teams I think that discussions on team development will be a lot more involved (and will include debates on which interim players are best to take while you save up to buy your 12th positional player - a problem we generally don't have in BB) - so I'm going to leave this subject well alone for now, and concentrate on what will be my picks for Light College starting rosters. These will be entirely personal choices - so please do tell me why they are completely wrong!
The Light College has the team options:
0-16 Dwarf
0-6 Halfling
0-2 Norse
Big Guy Roster
Apparently there will be a limit of 2 "loner" players on any one team. This will limit the number of big guys - however (as has been pointed out elsewhere) the Treemen in Halfling teams don't have loner, so the Light College may well have the opportunity to take one of the most bashy starting lineups:
1 Deathroller......160k
1 Yhetee...........140k
2 Treemen.........240k
2 Dwarf Runners..160k
2 Dwarf Blitzers..160k
3 Halflings..........90k
1 Reroll.............50k -> total 1000k (11 players)
This is a very bashy roster - though with 4 big guys on the roster there's not much money left for rerolls or supporting players. I'd be inclined to start with the deathroller and treemen guarding the end zone (and the treemen moving as *little* as possible to avoid taking root!), with 3 sacrificial Halflings out searching for the ball. The dwarf blitzers and yhetee would come on next, to hunt down key opposition players, while the dwarf runners would come on last to collect the ball and score. With so much invested in the deathroller and treemen I think this is going to be a very slow lineup - a lot would ride on if the yhetee and blitzers can catch potential scorers before they get into a position to run rings round the slower big guys. Team development would depend on getting the troll slayers as fast as possible, along with a norse catcher to give the team at least a slim chance in hell of scoring.
Deathroller Roster
With only one drive per game I reckon the deathroller will be the best value big guy in the game - so this team is built around taking the roller as the only big guy. This frees up the two norse slots for taking ball-handlers, and should lead to a much faster game.
1 Deathroller........160k
2 Norse Catchers...180k
2 Dwarf Blitzers....160k
2 Dwarf Runners....160k
2 Trollslayers........180k
2 Halflings.............60k
2 Rerolls..............100k -> total 1000k (11 players)
This is almost as bashy a roster as the first - indeed with 8 players with block (4 of whom have dauntless) I'd argue it is bashier. I'm inclined to take the Norse Catchers, over werewolves or blitzers, because their speed and access to agility skills makes them the best Norse complement to the Dwarves' bashiness. I'd start, again, with the deathroller in defence, supported by one, or both, of the trollslayers, while the remaining troll slayer, both dwarf blitzers and a sacrifical halfling go out hunting the ball (and opposing players). The dwarf runners and remaining halfling would be brought on next to help with the ball-hunt, while the norse catchers would be saved for either scoring once the ball has been found, or going out hunting the opposing teams fast catchers. With all the positional players already bought team development would focus on getting a couple of dwarf blockers to support the deathroller in defence, and perhaps one treeman.
Both starting teams are very reroll light - for more rerolls I'd be inclined to swap out one (or two) of the dwarf runners for halflings (plus a reroll). Both lineups also have only 11 players (which is the minimum?) - a trollslayer or treeman could be swapped for 3 or 4 halflings to deepen the benches some more. Without the 11 player limit on the pitch it maybe better to go for more players to swarm through the dungeon (especially as the Light college will be one of the slower teams in the game).
What are other peoples thoughts on their starting rosters for the Light College?
![Wink ;)](./images/smilies/icon_e_wink.gif)
The Light College has the team options:
0-16 Dwarf
0-6 Halfling
0-2 Norse
Big Guy Roster
Apparently there will be a limit of 2 "loner" players on any one team. This will limit the number of big guys - however (as has been pointed out elsewhere) the Treemen in Halfling teams don't have loner, so the Light College may well have the opportunity to take one of the most bashy starting lineups:
1 Deathroller......160k
1 Yhetee...........140k
2 Treemen.........240k
2 Dwarf Runners..160k
2 Dwarf Blitzers..160k
3 Halflings..........90k
1 Reroll.............50k -> total 1000k (11 players)
This is a very bashy roster - though with 4 big guys on the roster there's not much money left for rerolls or supporting players. I'd be inclined to start with the deathroller and treemen guarding the end zone (and the treemen moving as *little* as possible to avoid taking root!), with 3 sacrificial Halflings out searching for the ball. The dwarf blitzers and yhetee would come on next, to hunt down key opposition players, while the dwarf runners would come on last to collect the ball and score. With so much invested in the deathroller and treemen I think this is going to be a very slow lineup - a lot would ride on if the yhetee and blitzers can catch potential scorers before they get into a position to run rings round the slower big guys. Team development would depend on getting the troll slayers as fast as possible, along with a norse catcher to give the team at least a slim chance in hell of scoring.
Deathroller Roster
With only one drive per game I reckon the deathroller will be the best value big guy in the game - so this team is built around taking the roller as the only big guy. This frees up the two norse slots for taking ball-handlers, and should lead to a much faster game.
1 Deathroller........160k
2 Norse Catchers...180k
2 Dwarf Blitzers....160k
2 Dwarf Runners....160k
2 Trollslayers........180k
2 Halflings.............60k
2 Rerolls..............100k -> total 1000k (11 players)
This is almost as bashy a roster as the first - indeed with 8 players with block (4 of whom have dauntless) I'd argue it is bashier. I'm inclined to take the Norse Catchers, over werewolves or blitzers, because their speed and access to agility skills makes them the best Norse complement to the Dwarves' bashiness. I'd start, again, with the deathroller in defence, supported by one, or both, of the trollslayers, while the remaining troll slayer, both dwarf blitzers and a sacrifical halfling go out hunting the ball (and opposing players). The dwarf runners and remaining halfling would be brought on next to help with the ball-hunt, while the norse catchers would be saved for either scoring once the ball has been found, or going out hunting the opposing teams fast catchers. With all the positional players already bought team development would focus on getting a couple of dwarf blockers to support the deathroller in defence, and perhaps one treeman.
Both starting teams are very reroll light - for more rerolls I'd be inclined to swap out one (or two) of the dwarf runners for halflings (plus a reroll). Both lineups also have only 11 players (which is the minimum?) - a trollslayer or treeman could be swapped for 3 or 4 halflings to deepen the benches some more. Without the 11 player limit on the pitch it maybe better to go for more players to swarm through the dungeon (especially as the Light college will be one of the slower teams in the game).
What are other peoples thoughts on their starting rosters for the Light College?