The dark/light future for a 10 MA skink

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
Kroq
Rookie
Rookie
Posts: 3
Joined: Mon Nov 14, 2005 6:42 pm
Location: Sweden

The dark/light future for a 10 MA skink

Post by Kroq »

We have just started a new league there i have decide to play Lizardmen. In my first match (win) and did end up getting two spp rolls on a skink and and actually getting 6,4 on both(what is the chance for that :o ). And I did take the MA (believe it or not). I am thinking of give him sprint as next skill ( a OTS in lizardmen, hehe) when do not he will survive long enough to get it if I give him sure feet (skink have an tendency to die). Get him to score should not bee a big problem with his MA.

Ok the next team I will meet is a WE with two WD :o (I think he had otherwise atleast one) and after that it is a big chance I meet an other WE team with WD. These WD make my little concern about my skinks survival rate (especially the 10 MA skink).

Any ideas? Go at offensive and hope for the best? Should I devolope the OTS as fast possible or spread the TD to my other skinks?
If some wonder I got 6 saurus and 5 skink in my team and apothecary(since last game).In treasure I have 20k and 10FF.

PS. this is my second league, so may lack in experience (but I did learn how to lose with lizardmen :wink: ).

/ Kroq

Reason: ''
#crunch
Rookie
Rookie
Posts: 26
Joined: Wed Nov 02, 2005 12:48 am

Re: The dark/light future for a 10 MA skink

Post by #crunch »

Kroq wrote:
Ok the next team I will meet is a WE with two WD :o (I think he had otherwise atleast one) and after that it is a big chance I meet an other WE team with WD. These WD make my little concern about my skinks survival rate (especially the 10 MA skink).

Any ideas? Go at offensive and hope for the best? Should I devolope the OTS as fast possible or spread the TD to my other skinks?
If some wonder I got 6 saurus and 5 skink in my team and apothecary(since last game).In treasure I have 20k and 10FF.

/ Kroq
My knowledge about Lizardmen is from playing against them and from theory. I believe the following should make sense anyway:

One of the general difficulties with Lizzies is that the Sauri don't develop while the fragile Skinks soak up SPP. At higher TRs, the ST advantage of underdeveloped Sauri becomes less valuable, because they are up against opposing players with block, dodge, guard, or dauntless. If you don't manage to develop your Sauri (they need break tackle to become mobile and block to fight better), they will not be able to protect your Skinks in the long run.

Your case is even more extreme. You don't have Skinks in general soaking up SSP, you've got exactly ONE (absolutely fabulous, granted) Skink who's doing all the work.

In think you should use the MA10 Skink as a scoring threat but score with other players. Make as many 2d blocks with your Sauri as possible to get them casualty SPP. If you receive a touchback, give the ball to a Saurus and score with it.

And I would never take Sprint without getting Sure Feet first. Without Sure Feet, it's 89 to 125 (or 41.2%) that you'll need a team RR to go 3 squares. Even with a team RR, you're only 1125 to 171 (or 86.8%) to make 3 squares. This is only marginally better than a 2+ roll with no RR. If you don't make it, your Superskink is going to be all alone. deep in enemy territory, flat on its face. Ouch.

Hope this helps.
#crunch

Reason: ''
Don't spend too much time rubbing only a small part of an elephant, and don't be surprised by a real dragon.
The Florist
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1749
Joined: Sun Jan 25, 2004 11:24 pm
Contact:

Post by The Florist »

Then again, Sauri aren't exactly scorers. So you don't really steal their SPP by scoring too much with one specific skink.
The problem is more that when the little guy makes the acquaintance of some nice gentleman with tackle and mighty blow your other skinks suck.
Apart from that I agree completely.
The problem with using him as a scoring threat is that skinks are so bad at ball handling. So unless you have virtually tons of team rerolls, give him catch next.
He's a more credible threat that way. Then sure feet. Then sprint unless you roll doubles.
Or if you get a + AG on the guy, which would be just sick by the way, give him sure hands on any double and use him as turbo ball recovery, sprint next and you have a defensive OTS on any failed pickup.

Reason: ''
#crunch
Rookie
Rookie
Posts: 26
Joined: Wed Nov 02, 2005 12:48 am

Post by #crunch »

The Florist wrote:Then again, Sauri aren't exactly scorers. So you don't really steal their SPP by scoring too much with one specific skink.
Oh, darn. Good point. Only way to score with a Saurus is on a touchback or if it catches the ball by accident. I guess what I really wanted to say was that uneven development is such a bad problem with Lizzies that you really shouldn't aggravate it by unevenly developing your Sinks.
The Florist wrote: The problem is more that when the little guy makes the acquaintance of some nice gentleman with tackle and mighty blow your other skinks suck.
Apart from that I agree completely.
The problem with using him as a scoring threat is that skinks are so bad at ball handling. So unless you have virtually tons of team rerolls, give him catch next.
Very educationary post.

My Elves had a league match against Lizzies tonight, both teams were quite new (3rd match each) and yes, the ball handling problem is one indeed. Thanks to Kick I was 3:1 in front by halftime.

I had a big attrition problem, though. On the one hand, you can't afford to give 5 Sauri and a Krox a free run of the field, and on the other hand, manmarking ST4 players with AV7 linemen sucks.

4:2 TD, 0:3 Cas, 2:6 KOs. Whew. A Skink with Sure Hands and another with Catch would probably have made my opp's day.

Reason: ''
Don't spend too much time rubbing only a small part of an elephant, and don't be surprised by a real dragon.
Laerderon
Rookie
Rookie
Posts: 15
Joined: Wed Jun 22, 2005 11:13 am

Post by Laerderon »

#crunch wrote: A Skink with Sure Hands and another with Catch would probably have made my opp's day.
That's exactly the point. Give all your skinks catch and sidestep, sure hands on doubles. At least if you want to win. A MA10 OTS? Sure feet and sprint? Useless if he soaks up not your SPP but your RR instead. Give him catch. On doubles.... Sure Hands or Block. A ma10, blodge skink is annoying like hell. Sidestep next and you'll have lots of fun with guys building cages against u. Well, no fear, your other skinks will do the TDs.

Reason: ''
BloodBowl? Don't know how to play. Only know the rules.
Brokje
Emerging Star
Emerging Star
Posts: 412
Joined: Mon Jun 07, 2004 10:05 am
Location: Still enjoying the bliss of finishing his PhD...

Post by Brokje »

If you have a Skink with sidestep and you get a double u=yuo can also go for Guard instead of Block. I know that Block improves survivability, but a dodge, sidestepping Guard player can assist where you wat him...

Reason: ''
'Millions of pieces, pieces for free.
Millions of pieces, pieces for me!'
Markus
Experienced
Experienced
Posts: 84
Joined: Tue Aug 10, 2004 7:57 am
Location: near Graz, Austria

Post by Markus »

i usually start with sidestep on any skink, later they get diving tackle. First double is kick, second is sure hands, later i mix guard and block on doubles. Kick is the most important skill on skinks as they can easily break through opponents lines and often can prevent a cage from buiding. guard is cool for breaking cages. if you dont get a double by 31 spp, replace the bugger as soon as you can afford a new skink. Thats for long or perpetual leagues like fumbbl. otherwise its good to have rr-skills like catch or sure feetearly on, if you don't have at least 3 rr.

Reason: ''
If the Gods want to punish us, they answer our prayers.
User avatar
juck101
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1578
Joined: Thu Sep 18, 2003 4:52 pm
Location: Portsmouth, Hampshire

Post by juck101 »

yeah agree with above post.

Essentially sidestep - diving tackle are good skills for mixed tactics. The other ag skills are pretty weak as any skink is toast vs a tackler. Almost every side will need to take out your skinks to win...

consider block a decent choose if you have a fav stunty as he may last longer.

Reason: ''
...the pope said to his aid...
User avatar
Juggernaut
Experienced
Experienced
Posts: 147
Joined: Thu Aug 21, 2003 3:17 pm
Location: Senec, Slovakia

Post by Juggernaut »

hi,
I agree with almost all Markus and Juck wrote here - Sidestep and diving tackle are obviously best skills for skinks (1 or 2 need catch, too), but:

maybe I'm not the best Lizies coach, but i would never waste a doubles on a skink with the skill like Kick. For me Block (mainly), Sure Hands and even Pass are all better skills for them on the double.
For me rolling a double on a skink is like a blessing from heaven - I can give Kick to Saurus one day as a second skill if I need it so much.

I think the best skill roll to help your team efficiency (except double on Kroxigor of course) is +AG on skink - it really helps your ballhandling, you can make pass from time to time and that makes your team a lot more competitive. But dont forget you have to keep him safe as much as possible - he is your thrower - keep him back.

To the MA10 skink: very funny, maybe a OTS could be great, if you have enough players to keep him in reserves until the right time comes - 8th turn setup is the right time to field him - so try to keep him alive untill you have at least 14-15 players - he can be a star. :lol: :lol: :lol:

Reason: ''
Nine out of ten goblins wouldn't miss it for a one-way Troll Air ticket to the end-zone!
Fronko
Super Star
Super Star
Posts: 1046
Joined: Tue Jan 14, 2003 10:58 am
Location: Ruhrpott, Deutschland
Contact:

Post by Fronko »

For the MA 10 skink: I would not take sprint. The next two skills would be sure feet and sidestep (in any order you prefer). Here is my reasoning:

With MA 10 and sidestep/surefeet, he is good enough as a one-turn scorer anyway - all you have to do is to "secondary-push" him one square into enemy territory - no big deal with ST4 Sauri and a sidestep skink. Sure Feet helps in making sure, he really gets to the endzone.

In all other situations, you can easily use him to score as well. Again, all you need to do, is build a cage for this guy one or two squartes into oppo half - surround with all available players and next turn you will be able to blitz a safe passage for him to run in for the score.

But I wouldnt really do that. Your other skinks need SPPs as well. Make sure, you let the other skinks score, too. Only score with the fast guy, if it is turn 8 in the half (OTS) or when the game is at stake. Or you will end up with a very one-sided team - as explained by the others.

Reason: ''
[img]http://i125.photobucket.com/albums/p41/DesTroy1968/nba3-1.gif[/img]

Official wesleytj fan.
Post Reply