Necro advancement

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Urb
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Necro advancement

Post by Urb »

So I've just played my 3rd game in a open league and one of my wights rolled double 5's.

My currrent lineup

1 werewolf - block
2 flesh golem - block
3 flesh golem
4 wight - double fives
5 wight
7 ghoul - block
8 ghoul - block

bunch of zombies with no skills

3 rrs

So give him dodge? Move? I've already decided I don't need the av.

Thoughts?

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falconeyed
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Post by falconeyed »

Sidestep? I imagine his next normal skill will be guard and the guarding sidestepper might be a serious pain.

Dodge is a safe bet though.

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Kheldar
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Post by Kheldar »

Are you sure I wont take the av?

Movement is huge on a wight, making him a human blitzer with regenaration, but dodge is also very nice. I wont take sidestep. Sidestep on a guarder is only nice, when you allready have blodge.

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Omalley69
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Post by Omalley69 »

block dodge is a nasty combo to beat on the line,

but it pretty much depends what ur use ur wights for

maybe something to ball handeling? undead lacks in that

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fen
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Post by fen »

All depends what role you see the Wight landing in now. Cause with ST access they have a couple of options, Blockers or Blitzers.

As a Blocker - Guard, Stand Firm, Grab, Mighty Blow are good Staples. Dodge works with Guard and Stand Firm well.

As a Blitzer type - Tackle, Juggernaut, Mighty Blow - +MA works best there.

Other Wildcard option is Diving Tackle, that's great at pinning troublesome players in place.

There is one other less recommended route. Wights have access to Strong Arm, so you can take Accurate or Pass, then Strong Arm and Sure hands and build a thrower. Of course, with this route you really want to roll at least one more doubles later on to get a second passing skill (Or +AG, or both! ;))

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Ogre Marauder
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Post by Ogre Marauder »

Nice option Fen - I like the idea of a Wight as Passer when a double comes up as a first skill- comes built in with block and less likely to need replaced than a Ghoul passer too...

BFN

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Omalley69
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Post by Omalley69 »

i but what whould you use a thrower to, if ur team has so low ag? making it hard to find somebody to throw to...

OFF-TOPIC:
when you play chaos and ogre, do you throw the ball and risk a turn over?

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fen
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Post by fen »

Ghouls and Werewolves have access to Catch on normal rolls. If you go this route your start turning the team into something a little different. That's why I said it wasn't recommended.

But, a decent Thrower type with say Accurate and Strong Arm will always make every single deep positioned Ghoul, Wight or Werewolf a serious scoring threat in your opponents mind. They have to cover the option that you can throw, even if you don't.

Off Topic:
Chaos. Yes, I throw the ball in one of my Chaos teams. Because I have the following players.

Beastman - Pass, Sure Hands, Strong Arm, Extra Arms
3 Beastmen - Block, Extra Arms, Guard - 1 has +MA, one has Catch
1 Beastman - +AG, Block

So I can shunt the ball from a deep backfield kick to my LoS and Cage up fast. And I have 5 players who can shift the ball between themselves on 2+ rolls.

You've gotta aim to build the team early on and commit to those doubles and honestly, they're still not better than most other teams at passing. Maybe better than Humans, but slower.

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Urb
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Post by Urb »

Some very nice options indeed.

Sidestep would be great after dodge. So not this time around.
Diving tackle. Hmmm. I like that idea alot. Diving tackle/tackle is a great combo.
Pass/Accurate. Now that's funny and has some potential but with ball carriers who move 8 that have block dodge (in the near fufure) I don't think I need this option.
AV. I'd get dodge over this. Rather not even have the armour roll come up at all.

No I think I've narrowed it down to +MV or Dodge. I do plan on going gaurd but I'm a strong believer in mv. I'll have to work out who is going to be the harder teams to beat in the future and go from there.

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Post by DamianTheLost »

Go with dodge and give him guard stand firm later on. What you lack a necro team is mobility from other players than ghouls and weres. A blodging wight will easy the pressure off those guys plus you can give him guard and stand firm later. I tried the passing way, but you really don't need this unless you have reliable mobility and blockers first IMO

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Post by PubBowler »

I had a Diving Tackle/Tackle Wight with my undead team. Pretty much leveled the field against the elf and human teams (Oh boy was he good against catchers).
A favourite of mine and managed to survive the season (despite being a favoured blitz target by all and sundry).

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Post by Wylder »

I'd take accurate and go for strong arm and sure hands on your next rolls.

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Urb
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Post by Urb »

The issues I have with giving my wight diving tackle is the ghouls can get this skill without doubles and still get tackle. With thier 7 move they are most likely to be the deep safeties as well.

If there was a passing skill I would choose it would be pass. With str access I can always get strong arm without doubles. Accurate would be icing on the cake. But no. I'm not going to play that type of a game unless I am desperate. I'll stick to the handoff game.

Surehands is going on a ghoul without question. After that sidestep.

Right now I'm leaning on dodge then gaurd after that unless I roll another doubles or stats. I don't expect more than 3 skills on a few players as I expect this league to die off in 12 or less games.

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