Lizardmen for a 15+ game league

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Setomidor
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Lizardmen for a 15+ game league

Post by Setomidor »

Hi!

I'm enrolling with a Lizarmen team for the next season of our local league, which is roughly 15 games + some 5 game play-offs. We reset the teams after each season, so everyone always start out with rookie teams. One important details is that we can distribute the MVPs freely (or at least nominate three players and randomize between those three only, this is still being discussed) which means skilling up Sauruses will be easier than usual.

I'm considering the following starting team:

- 5 Saurus
- 6 Skinks
- 4 Rerolls

I know a lot of people are more inclined to running 6 Sauruses, 5 Skinks and 3 Rerolls, but since our league does not allow banking at the start of a league it feels like 4 Rerolls gives me more bang for the buck.

Skilling up the Skinks will probably be pretty straight forward, just distributing Catch and Sidestep (and maybe Diving Tackle) on single skills, and Block and Sure Hands on dubble rolls.

The Saurus however, is where I'm looking for some advice. As far as I know, it is very likely that the other teams in the league will be something along the lines of: Slann, Pro Elves, Wood Elves, Vampires, Skaven, Amazons, Orcs, Nurgle, High Elves, and Dark Elves. This means there are A LOT of Av7 players running around, and also a lot of Dodgers. I'm thinking all saurus would like Block and Mighty Blow sooner or later, with some Breat Tackle and Tackle mixed in for special roles (blitzing and marking Dodgers), but which order or skills should I strive for?

I'm also considering Frenzy and Grab to make marking my Saurus with cheap linemen more costy. As we all know, Frenzy opens up oppourtunities for crowd surfing, and it seems to me that a Grabbing Saurus sticking close to the Kroxigor makes it easier to use the Krox for marking players.

Input and comments are very much appreciated :)

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Fat_Emrys
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Post by Fat_Emrys »

A saurus with Frenzy is a huge headache for your opponent but don't make my mistake - give him Break Tackle before Frenzy. There's little worse than having a player who can surf your opponent's star tied down by an unskilled lineman's tackle zone.

I'd give Block automatically as a first skill, if only to keep the big chaps on their feet more often.

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bjorn9486
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Post by bjorn9486 »

I think you may want to get 12 players. Just played with my rookie team of 6 Saurus and 6 Skinks and by the end of the game I was down to 6 players total.

I am going the same route you are going with your Saurus.

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Carnis
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Post by Carnis »

Back in fumbbl, where block could not be countered you had to build some Tackle/Break Tackle sauri. Rest would usually go block/break tackle with some stand firm & frenzy to boot.

Sauri are easily the best players to take break tackle with.

Skinks go Sidestep, diving tackle, if no stat-increase sack them after skill3.

For sauri I would consider 2-3 basic builds:

Your basic lineman sauri (2 at least):
Block/Break Tackle (3rd skill specializes - plenty of options)

1 Playerkiller:
Block/MB/Piling on (tackle) This should be your first saurus - you can take MB/PO first over block if you're frontloaded on rerolls but take block if you are facing a lot of dodge.

1 Ballsacker:
Break Tackle/Wrestle (tackle)

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Setomidor
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Post by Setomidor »

Emrys: yeah, and he probably wants Block too to make him more reliable, so maybe Frenzy should be saved until the third skill.

bjorn: That is always a risk with stunties :) But as long as they don't die I can live with being a bit short handed.

Carnis: very good suggestions, I like the Saurus builds a lot, even though I think I'll need at least one Break Tackler early on too (possibly before Block / MB).

About Diving Tackle, is it really that good? Or is it just in combination with Sidestep? Everything that leaves my Skinks within hitting range seems bad on paper :)

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Fat_Emrys
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Post by Fat_Emrys »

Ah yes. I phrased my post badly. Block first for everyone and then Break Tackle/Frenzy, Tackle/..., Mighty Blow/... or whatever.

I've tried to build my sauruses in pairs on FUMBBL but the darned things refuse to skill up at at the same rate as their partner. :-)

As for the skinks, I've not found Diving Tackle to be overly useful, but then that could be down to my positioning or not having enough of the little blighters to survive to 2 or 3 skills to get it (Side Step being my the first choice for skinks on a normal).

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Post by Carnis »

Setomidor wrote: About Diving Tackle, is it really that good? Or is it just in combination with Sidestep? Everything that leaves my Skinks within hitting range seems bad on paper :)
On skinks, it's immense on defence.

If you can kick deep, but within range of your skinks (MA8, stunty, dodge! = 50-70% of his field is in range) you can usually blitz a route for your skinks on turn 1 of your defence. Then send ALL your skinks on the ballcarrier, before he gets into the safety of his cage. If the oppo is unprepared (as I was when first facing this), he'll lose the game right then and there. 4 TZs with dodge, sidestep, and diving tackle to help him decide not to run. Sauri keeping any nearby players tied down and it's a quick turnover score.

Sidestep is obviously the better of the 2 (makes skinks better screens, and worse targets). But DT is awesome, it can force your opponent to blitz in a direction unfavourable to him.

The lizzies are one of the most versatile teams in the right hands. The hard part is handing off touchdowns to AG1 sauri for progress. You really need to have outplayed your opponent to try it, but with a skink screen this can easily be done (in LRB4, at least). MA8 on a ballcarrier & 3-4 skink screens means you can really dominate any empty areas of the pitch.

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Setomidor
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Post by Setomidor »

Update: After 6 games (3 wins and 3 draws), my team now looks like the following:

Saurus, MB 7 spp
3x Saurus, Block 9,7,7 spp
Saurus, BT 9 spp
Saurus 5 spp
Kroxigor 0spp
3x Skinks, Side step 15,8,6 spp
Skink, Side step, +ST, 17 spp
Skink, -MV, 0 spp
Skink 0 spp

Apo, 6 FF, 4 RR and 10k stashed.

It's not unlikely that I'm up against Norse next, who has a 5-0-1 record and currently occupies the first position of the league. He has full positionals but not that many skills, and 13 players. Guess it all comes down to who wins the blocking contest...

For the team I'm hoping for +AG and some doubles on the Skinks (rolled +AG for a Saurus, which sucked), to finally get Block and Sure hands. Other than that I'll start handing out Diving Tackle and the occational Catch. For the Saurus, I'm considering the following for their next skills:

Saurus, MB -> Piling On
3x Saurus, Block -> Tackle, Frenzy, MB
Saurus, BT -> Wrestle
Saurus -> Tackle? Block? MB? BT?
Kroxigor -> Piling On

Input on the above is very much appreciated!

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Carnis
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Post by Carnis »

I'd be dull and make a guard/stand firm krox, if you cant get doubles. If you get doubles then piling on is an option (after block). The 1/9 or 1/27 loner turnover risk is a bit too high, especially when you already are building a killer saurus (who is more reliable, in every way + has no -1 dodge tail).

Would consider building more than one break tackling saurus, just cause the skill can be countered by keeping your player in 2 TZs (1 on both sides).

The norse, you will need to focus your attention on getting 2 or 3die blitzes with MB every turn and make that AV7 hurt while not getting outpositioned. Try tie a ulf with the krox. Screen with skinks to stop him from changing sides to the side without your sauri. Offence should be pretty straightforward, you are faster and stronger..

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