Necromantic team looking for first two skills

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PubBowler
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Post by PubBowler »

Digger Goreman wrote:
PubBowler wrote:Agreed, Weres are too good off the ball to be developed as ball carriers.
Can't agree with that... while one were got killed late in the last season, they are great scoring machines even with killer skills.... Both of mine were Blodge, +AV, Mighty Blow, Sidesteppers.... And still scored 90+% of my TDs, even with Ghouls at the end (though the Ghouls were making themselves known)....
I was responding to a question was about developing Weres as ball carriers. You didn't and yet they were still good at it. And probably good at other things as well.

I think you agreed with me.
But then I always think people should do that...

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Cramy
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Post by Cramy »

I have to agree that Were's are pretty good at ball handling without giving them ball handling skills. Give the block, dodge and side step, which they need to take advantage of MA8, Claw and Frenzy, and voila, they are not excellent ball handlers without giving them any skill that is specific to ball handling.

Ghouls get block and, and one of them gets sure hands. He picks-up the ball in the backfield while the Were's keep people away from the sidelines. The Ghoul keeps the ball if there are any strip ballers in the opponent's team. The Ghoul either scores, or hands'off to a Were or Wight so that they score.

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Post by ngoike »

In my expeience I don't use the ghouls handing off startegy as much anymore. It's now much riskier, with the wolves losing catch.

I used to do this a lot more in LRB4, but under new rules I found myself causing more turnovers and using more team rerolls. It was costing me games.

This is one of those areas where the team changes are still being adapted to. Wolves are a bit worse at some things then they used to be, so depending on how you want to use them skill picks should change.

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Post by rvlvr »

Marlow wrote:Golems fit well as Uber zombies but I find it a struggle to even get them one skill since they never particiate in ball handling.
If--and when--the flesh golems do get their skills, what do you give them? I guess block is probably the best choice here, too. Would Guard be an awful choice on a ST4 non-blocker? Wouldn't it help a cage?

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Post by Marlow »

rvlvr wrote:
Marlow wrote:Golems fit well as Uber zombies but I find it a struggle to even get them one skill since they never particiate in ball handling.
If--and when--the flesh golems do get their skills, what do you give them? I guess block is probably the best choice here, too. Would Guard be an awful choice on a ST4 non-blocker? Wouldn't it help a cage?
The skills I am looking at: Block then Guard or Mighty Blow depending on how many other Guard players I have at that point.

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Post by rvlvr »

Marlow wrote:The skills I am looking at: Block then Guard or Mighty Blow depending on how many other Guard players I have at that point.
Block and the Art of Avoiding Other Skills. Kills me every time I choose block. I would like to try out other things, but, alas, that would just be stupid. Would do better to finally learn it.

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Post by TuernRedvenom »

Purely looking from a skill perspective Guard is actually a better skill then Block on rookie golems. BUT they skill up sooooooo sloooooooowlyyyyy that taking block first is often a better idea just to speed up their development a bit.
So, in a short league or tourney I'd take Guard, in a longer league Block.

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Post by PubBowler »

TuernRedvenom wrote:Purely looking from a skill perspective Guard is actually a better skill then Block on rookie golems. BUT they skill up sooooooo sloooooooowlyyyyy that taking block first is often a better idea just to speed up their development a bit.
So, in a short league or tourney I'd take Guard, in a longer league Block.
Agreed.

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Post by DamianTheLost »

[quote="PubBowler"][quote="TuernRedvenom"]Purely looking from a skill perspective Guard is actually a better skill then Block on rookie golems. BUT they skill up sooooooo sloooooooowlyyyyy that taking block first is often a better idea just to speed up their development a bit.
So, in a short league or tourney I'd take Guard, in a longer league Block.[/quote]

Agreed.[/quote]

Whatever they said :D

The thing is golems rarely ever become th positional blockers they probably were meant to be because they skill up very slowly due to lack of AG and strenght and basic skills on the rest of the team. You can't take advantage of their strengh as with BoB's. If you pick block first they won't cause as many turnovers, will be standing more and so will skill up a bit faster. I go block/guard (and hope they ever make it to mighty blow. I dream about grab after that, but I don't play that many games with one team :D

The guard, stand firm is really useful on these guys but u need them to block a little first IMO

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Post by ngoike »

Block is always a fine choice. And you are right that guard doesn't speed the golem's development up, but it does speed up the development of the zombies he's helping, which can be more important. If you consider it often boosts 2 zombies, it can actually be better than just helping the golem.

Guard also pairs well with stand firm, your opponent has to put the golem down they can't push him away. Granted block helps with that.

Golems will still get knocked around by any other bashy team, block nor guard will really change that. Bashy teams simply have more options at their disposal, more STR or more guys, or both. But against humans, skaven or elves with a big guy guard helps the golems out alot, and keeps them from ripping your line up as much.

If you play with golems, rather than trying to develop them as better lineman, think of them more as postionals that make your entire line better by helping out the zombies.

I still don't think golems are worth it. They start out behind, and they develop slow so they tend to stay behind. Zombies can do that just fine for a lot less.

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