Your opinoin on a +AG Whight
-
- Rookie
- Posts: 38
- Joined: Thu Oct 26, 2006 7:25 am
- Location: Deep in the West, Germany
Your opinoin on a +AG Whight
I'm playing a necromantic team under LRB 5.0 conditions.
One of my wights got his first skill and got an Ag increase. Now I'm going to face a human team next, of which I'm fairly convinced that I will beat him. As the wight lacks behind in the team development and now has that AG increase, I think I will try to get him to his second skill.
Now, what would you give such a guy?
I thought about either Strip Ball or Sure Hands.
Strip Ball would allow a blitz on the Ball Carrier and then picking up the ball in his tackling zone, while sure hand would help me in actually picking up that ball.
By the way, I'm playing against a Skaven team, which has one OneTurnScorer, though I think this should not affect this skill choice.
Thanks for your help!
One of my wights got his first skill and got an Ag increase. Now I'm going to face a human team next, of which I'm fairly convinced that I will beat him. As the wight lacks behind in the team development and now has that AG increase, I think I will try to get him to his second skill.
Now, what would you give such a guy?
I thought about either Strip Ball or Sure Hands.
Strip Ball would allow a blitz on the Ball Carrier and then picking up the ball in his tackling zone, while sure hand would help me in actually picking up that ball.
By the way, I'm playing against a Skaven team, which has one OneTurnScorer, though I think this should not affect this skill choice.
Thanks for your help!
Reason: ''
-
- Rookie
- Posts: 35
- Joined: Sun Nov 16, 2003 9:45 pm
- Location: Eindhoven, The Netherlands
Well, since he has Ag4 and strength access, did you think about strong arm? He would be a really good player for the passing play. After this skill then you could move to sure hands etc.
Choosing strong arm might be an idea since necromantic has no normal access to passing skills except for doubles.
Choosing strong arm might be an idea since necromantic has no normal access to passing skills except for doubles.
Reason: ''
Winner of the Mega Gaming Day 2003 Bloodbowl Tournament (Netherlands) and now a proud owner of a new Necromantic Team, woohoo!
- wesleytj
- Legend
- Posts: 3260
- Joined: Sun Jul 07, 2002 3:41 pm
- Location: Terre Haute, IN USA
- Contact:
yeah but a necro team isn't really designed to be making long passes anyway.
i'm not sure that's the way i'd go. i think i'd get sure hands to make sure you're getting the ball, and then make that guy your main ballcarrier as you churn down the field. AG4 will give him the ability to dodge out of trouble when necessary. If you happen to roll doubles with him, give him the dodge skill and he'll be a beast.
i'm not sure that's the way i'd go. i think i'd get sure hands to make sure you're getting the ball, and then make that guy your main ballcarrier as you churn down the field. AG4 will give him the ability to dodge out of trouble when necessary. If you happen to roll doubles with him, give him the dodge skill and he'll be a beast.
Reason: ''
____________________________________
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
- TuernRedvenom
- Legend
- Posts: 2051
- Joined: Wed Apr 07, 2004 10:39 am
- Location: Argueing the call...
-
- Rookie
- Posts: 35
- Joined: Sun Nov 16, 2003 9:45 pm
- Location: Eindhoven, The Netherlands
Guard is indeed also a good option, but in my opinion it's always the most versatile team that wins overall. Having a player that can throw the ball gives a lot of offensive options and makes your opponent think about putting some safeties in the back of the field. This can help if you want to move forward slowly.
But then again, guard is a good option as well.
But then again, guard is a good option as well.

Reason: ''
Winner of the Mega Gaming Day 2003 Bloodbowl Tournament (Netherlands) and now a proud owner of a new Necromantic Team, woohoo!
- TuernRedvenom
- Legend
- Posts: 2051
- Joined: Wed Apr 07, 2004 10:39 am
- Location: Argueing the call...
To play a decent passing game you need to have decent receivers as well. That means investing skills in that department which may be more usefull elsewhere. I don't really think that necro's need a strong passing game as they have quite fast players. They can move the ball quickly downfield even with just handoffs, so that is something your opponent always will have to consider if you position yourself well.Pregal wrote:Guard is indeed also a good option, but in my opinion it's always the most versatile team that wins overall. Having a player that can throw the ball gives a lot of offensive options and makes your opponent think about putting some safeties in the back of the field. This can help if you want to move forward slowly.
But then again, guard is a good option as well.
In team building I tend to take very few offensive skills (like pass, catch, strong arm,...) and prefer to take defensive skills (guard, dodge, side step,...). The reason for this is that any team should be able to score reliably if they receive the kickoff at the start of the half. Not many teams can reliable stop an offence though.
When would you really need a passing game with teams like necros? When the opponent scores against you late in the half and you're in a pickle, that's when. I'd rather prevent ending up in those situations by building up a strong defensive squad and shut your opponent down. Guard on an AG 4 wight can make a big difference here, as opposed to Strong Arm.
Just how I develop teams though, it works great for me.
Reason: ''
Un bon mot ne prouve rien. - Voltaire