Amazon Tactics---please help!

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kenshin
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Amazon Tactics---please help!

Post by kenshin »

Hi there! I'm new to the boards but. I am really interested in starting a team but as I have been a past gobbo, orc and skaven coach I find they will be a bit alien to play with. they're range of skills look good but they're average stats make them copletely different to any team I am used to (played humans in 93 when I started BB but only till I bought a skaven team the next week!) I am now coming back after a big break and have dowloaded LRB5 and fancy amazons!

I would appreciate any tips, tactics or links to all things amazon!

I have been studying the GW human playbook but as they have players with higher MV and AV ratings I am not sure how much of they're tactics are applicable to the chicks :)


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darren woodward
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Post by darren woodward »

start with 4 Blitzers, 1 Catcher and the rest LineW and RR

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Tante Kaethe
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Post by Tante Kaethe »

You will definately want to start with 4 Blitzers, they are fantastic. First skill for them is Guard. On Doubles Stand Firm (if you still play by the old rules). You also need a Frenzy- and Dauntless-player each. For Linos Dodge is obviously great, but do take at least two Dirty PLayers.

Basically, you should play a fast bashing game. All that Block/Dodge will help you stay on your feet. Don't rely on pass-play, save it as an option if plan A doesn't work. AG3 is too unreliable and MA6 is too slow for this style of play.

Furthermore, if you do a search on this site you will find lots of good advice.


Cheers

Tante Käthe

P.S. please use normal letters, my eyes are hurting :wink:

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wesleytj
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Post by wesleytj »

he said he was using lrb5...so no doubles to take stand firm.

most of what others have said is solid advice. definitely start with 4 blizters. definitely take block first on pretty much everybody else.

i'd highly recommend sidestep on agility skill players and doubles rolls on non-ag players. it will further limit the number of blocks your players take, and will also help dictate the flow of play, which is huge since you're not very fast.

amazon style is what i'd call "finesse blocking" you can't stand toe-toe with dwarves and orcs across the line, esp dwarves, so don't try, but if you can focus your attack on a localized area and pound that, you should have success.

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darren woodward
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Post by darren woodward »

And take Sneaky Git as a first skill on a Catcher and Foul like crazy.

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Tante Kaethe
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Post by Tante Kaethe »

wesleytj wrote:he said he was using lrb5...so no doubles to take stand firm.
Oops, you're right :oops: :D .
wesleytj wrote:definitely take block first on pretty much everybody else.
As he's playing LRB5, I would highly recommend Wrestle as first skill for at least 2 linewomen. I think it will especially help a lot against the Amazon's worst nightmare - the Dwarves. Furthermore, A Wrestle/Strip Ball Linewomen is fantastic for getting the ball from your opponent.
wesleytj wrote:i'd highly recommend sidestep on agility skill players and doubles rolls on non-ag players. it will further limit the number of blocks your players take, and will also help dictate the flow of play, which is huge since you're not very fast.
Yes, Block/Dodge/Side Step is avery nice combo :D . But I think Fend is also a great skill if you don't roll doubles for exactly the same reasons you have stated above.

Cheers

Tante Käthe

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kenshin
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Post by kenshin »

Thanx guys. It was the cost per character and the dodge skill on every one that sorta attracted me to them. even with the tackle of the dwarves, dodge really works well on the block dice.

Worried a bit about the AV7 but dodge may just balance that out.

Going to have to figure out how to use 'em!

I guess i'll have to soon get used to a team that doesn't chuck gobbo's everywhere :)

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Post by Digger Goreman »

I relatively beat the tar out of an Amazon team, tonight, that was 100,000+ greater than my starting Necro team. My purpose here is to relate what went right and wrong for the Amazons and why I think it so:

When outarmored you are not, statistically, going to win melees. Move all non-dodging players and set up the best you can. You don't want to leave 'Zons in contact so take only the blocks that look extremely fruitful... else, wait and dodge out toward end of turn.

As others have pointed out: your Blitzers are your premeir players and you have FOUR of them! Their speed is only average, but use them as needed to exploit opponent's weaknesses: Cagers to escort your thrower (yeah, I'd get one) and/or Catcher. If you can screen out the opponent with 1-square-fade-away-dodging-linewomen and motor your tough blodging blitzers as escort to a catcher, you at least contain and spread the opponent out. Keeps you from being a one-dimensional running team. Once that catcher has Nerves of Steel (NoS), she should be hard to handle (at best, marking her will give A (one) chance at interception and lotsa chances at reception. Add Diving Catch and a two-skill catcher is a gross pain! Keep screened by the blitzers for survival.

My opponent challenged me to an all-out slug fest and wound up with 2 MNGs and 5 Zons in the knockout at games end. If not for my overpursuit and his timely pass to a catcher, it could've been an easy shutout for me.

The blocks I didn't win were almost always against his blitzers. Too often I had to choose pushes because block saved him from double downs.

Hope this helped a little....

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Post by TuernRedvenom »

Vomit Lickspittle wrote: When outarmored you are not, statistically, going to win melees. Move all non-dodging players and set up the best you can. You don't want to leave 'Zons in contact so take only the blocks that look extremely fruitful... else, wait and dodge out toward end of turn.
I disagree with this. Zons can easily outbash their opponents even if those have higher armour. Like Norse, put them down before they put you down. Seeing that zons have lots of blodge all around after enough games makes their margin of error a lot higher compared to norse too.
If you rely on dodging out with ag3 and dodge you're going to face some early turnovers and consequent beatings.

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Post by Digger Goreman »

TuernRedvenom wrote:
Vomit Lickspittle wrote: When outarmored you are not, statistically, going to win melees. Move all non-dodging players and set up the best you can. You don't want to leave 'Zons in contact so take only the blocks that look extremely fruitful... else, wait and dodge out toward end of turn.
I disagree with this. Zons can easily outbash their opponents even if those have higher armour.
Must've been an aberration vs my (fresh starting, first game) Necros then. End of game they(Zons) suffered two MNGs, 5 in the KO and no injuries vs me, and only knocked out two of my players temporarily. And they DID try... :wink:

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