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Halfling hopeful linemen

  • Primary Skills: Sneaky Git, (Side Step)
  • Secondary Skills: Dirty player, (Block, Sure Hands, Kick, strip ball)

The aim of this player is to be cheap so you can have bench and take inducement (you want 13 players + stars). The only skills I want is the one helping my plan A : Sneaky Git (top priority as soon as one of my guys have 6SPP) and Dirty player (for fouling positionals)

Once you have a sneaky git player, two options : - Try random secondary at 6 SPP hopping for dirty player, and throw them away is you miss (you can also keep Block or kick, but even Sure hand and srtip ball aren't worth it in my oppinon). Kick is interesting to kick in the back, allowing you to try defensive OTTD if your opponent fail pick up, or just slow their attack if you were forced to score quickly. - Try to get to 18 SPP to try for +AG and take +AV if you miss. That also enable to replace your SG player immediatlyif something bad happens to him

You don't want any other skills on your linemen, even 10k can make a difference between beeing able to take Chef + the good star(s). And anyway they have 1/3 chances to get off the field if they hit the ground, don't want them to cost too much.


Halfling Hefty

  • Primary Skills: Leader (, on the ball)
  • Secondary: (Block, Pro)

Having him is dabatable. The main feature is the extra armor, that makes him a lot more solid. Unlike many other teams positionals, you want to make them exposed so they get blitzed more often to protect your other guys. That's true until one of them have leader, that means a cheap reroll, allowing you to play 1 or 0 reroll. Then he will be protected, until his RR is used in second half, then you can trash him again :) Keep in mind you can't throw them, so bad ball carrier.


Halfling catcher

  • Primary Skill: (Sure Feet)
  • Secondary skills:

Slightly improve your OTTD chances, but for the same price you can have, 2 linemen, so my choice is made. If you go for a playstyle less based on stars and bash, you can have fun with them. After sure feet, you can try to go for +stats :)


Altern Forest Treemen

  • Primary skills: (Grab, Guard, Brawler, Break Tackle)
  • Secondary Skill: Block, (jump up, pro)

Treemen are an exceptional roadblock with its ST6 and stand firm. A standing treeman will remain in the spot unless a gang of opposition players decides to team up and do something about it, which means the halflings can roam more freely that turn. If the opposition do decide to take down a treeman there are almost a grantee that the treeman will stay on the pitch because of its AV11+ and thick skull. But a blocker with claw and mighty blow or a foul action with many assists and dirty player do have a good shot of removing even a treeman. So, guard a treeman with a halfling just to remove assists if a gang up seems likely.

Although all the greatness every Treemen possesses they do unfortunately have one giant problem – mobility. This mobility problem has many consequences. With MA2 they will struggle to keep up with the game, both on offence and defense. On offense the slow halfling cage or screen will still move faster than what the treeman can perform, so he usually can only assist at the start of the drive. On offense the opposition will just run away from a treeman in a turn or two. Therefore, reading the game and carefully positioning a treemen is extremely important instead of just reacting to what the opposition does.

Low agility is not a problem when considering ballhandling, because a treeman should not handle the ball. But AG5+ makes it close to useless to try to dodge away from a marking player unless the treeman has the break tackle skill. Even standing up is a mobility problem. Players with MA 1 or 2 can only stand up on a roll of 4+. But treemen in a halfling team (unlike treemen that have the unfortunate luck of playing with narcissistic wood elfs) can get assists in standing up. So, with two helpful caring halflings that roll will succeed on 2+ instead.

If that wasn’t enough mobility problems for a treeman, the take root negatrait reduces the MA to 0 on a roll of 1, for the rest of the drive, unless knocked down. This negatrait have both an upside and a downside. The downside is that unlike other big guys the treeman suffers from that one rolled one for the rest of the drive and will probably be useless most time after that roll. The upside is that a treeman does not lose its tackle zones and can still preform the declared action rolling that unfortunate one on the take root test unless he hast to move to do the action. So, a block or TTM is still possible.

Treemen will most turns have to move 2 squares and use one or two extra moves to keep up with the game and move into position or blitz that important player. Therefore save re-rolls for this.

Treemen starting skills

A treeman starts with a high number of skills that are worth highlighting a bit.

Mighty blow (+1):

Standard big guy skill. Good for hurting opponents. Makes it less interesting for other players to mark a treeman.

Stand firm:

The treeman can choose to not be pushed back because of a block action or chain-push. Very useful to offer the halflings some safety by staying in place, and the possibility of hitting the blocking player back next turn. Can not be pushed of the pitch. Sometimes, when the opponent plans for the treeman not getting pushed by a block, it could be advantageous to let him get pushed to mess up his plans.

Throw team-mate:

Can perform a throw team-mate action with a standing, prone or stunned player.

Strong arm:

+1 on the TTM roll. Which means a treeman can make a short throw on a 2+ instead of a 3+ (like other big guys have) and removes the possibility of a terrible throw.

Thick skull:

Ko’d only on a 9, instead of 8 and 9.

Timmm-ber:

May get help standing up, +1 for every helpful assist on that 4+ roll.

No loner!

Treemen in a halfling team does not have loner skill so he can use team rerolls without rolling a die first. Rerolls on treemen are usually used for take root rolls, TTM, blocking and rush moves.

Primary skills

Save for Secondary or +1 MA. Best primary is grab to move the opponent player to a sweet foul spot, or keep they near you if you are rooted.

Secondary skills.

Block

Perfect skill, you can hit harder players without block, keep players near you if you are routed, less turnover so you can keep your rerolls for take roots

Jump up

To evade the 4+ roll to get up. But only if you miss the +MA

Stat increase.

+MA, way to go after Block

Same as small guys, you don't want want to give them too many abilities. Block is the best, then +MA is the only one that makes a real difference. Then I'll store extra SPP until forced to take an extra ability, then take Grab with the full amount :D

Last update: July 31, 2025