Lizardmen?

Want to know how to beat your opponents, then get advice, or give advice here.

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Marcus
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Re: Y'all forget...

Post by Marcus »

Cervidal wrote:Saurus will NEVER get to three skills unless they take a smush skill early on. I strongly suggest Piling On and Mighty Blow as your first picks for most of your Saurus.
That's letting the tail wag the dog IMO. Picking skills in order to gain you SPPs just so you can get skills that might win you games is one step removed from your real goal. Winning games.

Your comment relies on a false assumption that you need to get to 3 skills with Saurus. This is not necessarily the case.

Take mighty blow or piling on if your objective is to ensure you outnumber the opponent wherever possible. This is not necessarily playing to the best strengths of a lizardman team and is better suited to slower power teams.

Block and break tackle I've found to be far more useful. So long as you can keep your Saurus on the move your opponent will have a hell of a time blitzing through a ST4 screen.

On the diving tackle thing. Nice choice if you pair it up with sidestep. If you get a double on top of that get passblock as well. Use them to man-mark throwers and recievers.

Marcus

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StompLord

Post by StompLord »

Wow, you guys are a wealth of extremely useful information and ideas.


Here's what I'm thinking now:

Adding break tackle to my sauruses is a top priority. Absolutely.

The diving tackle skinks are useful because a lot of my opponents are rather bullish about trying to dodge through my 3-4-4 defense. Having two skink "safeties" who can make that task a bit more difficult has proven useful so far... but I do sincerely regret not grabbing catch a little sooner. Oh well, the skinks score TDs, and with the Goblin team on tap for my next tilt, it won't be long 'til I can add a few more skills to their list.

I'm not particularly drawn to the sprint and sure feet skills for my skinks -- with MV 8, it seems just a bit frivilous... unless, of course, I can bump their MV up to 9 or 10, add leap, sprint, and sure feet, and have a one-turn scoring threat in my backfield... but that's still a LOOOOONG way off.

I'll get a Kroxigor as soon as I get my hands on a figure. Any ideas where I can find a decent one, cheaply?

So far, I've used a very basic running attack, where I form a cage with my sauruses, advance a ways into the enemy territory, then let the cage break and make a sprint for the end zone. It's gotten me to a decent 3-2 record, but it was a useless strategy when facing the Norse. How can I beat teams that can overpower me easily? Should I try to piece together a bit of a passing attack with diving catch? Or should I focus on powering up so I can run with more trickery, ala side step, leap, et al?

My league has the following teams: Goblin, Orc, Dark Elf, Wood Elf, Norse. The Norse team is run by the most experienced BB coach, and they are 6-0 and seem unbeatable. I'm quickly growing obsessed with the idea of rolling in as a rookie and upsetting him!


Anyway, you guys have been a HUGE help so far. Any additional thoughts are welcome and appreciated...

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Korhil
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Post by Korhil »

I aggree with Marcus.
Its pointless taking Piling-On or Mighty Blow as first skills in an attempt to get more skills.
Block & Break Tackle are the 2 that make the biggest difference.
Block increases the chance of being able to make an armour roll against an opponent, which is often better than having Might Blow and having to take Push Backs.

---Korhil

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Cervidal
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No dog wagging here

Post by Cervidal »

"That's letting the tail wag the dog IMO. Picking skills in order to gain you SPPs just so you can get skills that might win you games is one step removed from your real goal. Winning games. Your comment relies on a false assumption that you need to get to 3 skills with Saurus. This is not necessarily the case. "

What, taking out the opponent en masse isn't a legitimate tactic? If you give your Saurus Block or Break Tackle for his first skill, he'll never get to 16 SPPs. If you're playing anything under twenty games you'll never get to a second skill.

If Piling On and Mighty Blow get you an extra two or three casualties per game, you're going to win. Use one or two Saurus to smash the opposing line with well timed Blitzes and use the other 4 on your squad to hold up their muscle. At S4, AV9 you can afford to have your Saurus play knock around, even if they end up on their backs every turn. All they have to do is distract away from the skinks.

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Fweddy
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Post by Fweddy »

I've been playing Blood Bowl for about three months and i love lizzies. I think a 174 team rating and 26 touchdowns after 8 matches (all wins) is a fair record. I'm not good really though. Everyone else in the same league either started playing at the same time I did and so is inexperienced or is unlucky.

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Korhil
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Post by Korhil »

If you take Mighty-Blow or Piling-On as the first skill then they wont advance because they wont get as many attempts at the armour anyway.

If you take Block you can start using that result to bring players down.
And if there are alot of Stunties, Other Lizardmen, Elves, or Amazons then taking Tackle as a first skill is strong. Since all these players have Dodge to start with or get is as a first skill. And in the case of Elves there LineElves will have BloDge before you get a second Skill, same with Amazons... so if you take Mighty-Blow or Piling-On as the first then you will reach the point where you have to roll 'Defender Down' results to even use you skill.

But, if you consider being able to break armour on those 16% of Blocks (or 30% with 2 Dice) that you actually knock the Defender down more important that Knocking him over 50% (or 75% with 2 dice) and getting a go at there armour and *actually knocking them down* then, sure, take your Armour breaking skill.

---Korhil

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Wizzard
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Post by Wizzard »

I think Block should be the first skill for a Sarus to achieve more savty for your game and than Mighty Blow to catch the SSPs and the fear in the eyes of the opponents coaches (I hope the grammar didn’t suck). Than I think you can go for Break Tackle, Guard (?) and Tackle. At a double I think Stand Firm is a nice option combined with Break Tackle.

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