Necromantic Advise

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Craigtw
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Post by Craigtw »

Digger Goreman wrote:Pretty good skill choices, Necromancer, 'cept for zombies:

Block, Dauntless, Guard

My only multi-season team has Block/Dauntless Zombies and they are incredible!

Brings you up to par with the multitude of St4+ players out there....
It's funny, but I just read something that Ian Williams said about Dauntless being a skill to give the average lineman a fighting chance against other teams' big guys. To me, it has always been one of those skills that is pushed to the side and not considered. But now that you mention it, Dauntless would be a great skill for zombies!

Thanks!

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Post by mattgslater »

It's also a good 3rd skill for a High Elf lino put in at linebacker, after Blodge. That guy makes a good big-guy hunter, as Big Guys are gaming on a 30%-ish (more like 43% with 2 assists) shot to knock him down, and with just one assist, your guy gets about 56% (7/12 = 21/36) to knock down most Big Guys, a shade better than a Big guy without Block would get with one assist (5/9 = 20/36), against about a 13% chance to fall. Even with no assist, he has a 5/12 to kd, against about 20% to fall down, again better than ST5 without Block; heck, that's better than the odds ST5 has against him. Give him an assist, and he'll clobber a BOB; structure it right, and he'll open up blocks your team would otherwise not have considered. Worried about Chaos Dwarfs? You can send him to blitz a breakaway BC; if the BC doesn't have Block, you don't even need an assist.

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Post by Lictor »

mumbojumboist wrote:Only double worth considering on Golems is Dodge I think. You don't have the speed to use DT. Even then guard/block/mb are probably better. Golems are made for scrimmage. Sure feet/jump up would be quirky choices.
Would probably take guard before block as well, but that's just preference. With SF and AV9 guard is awesome.
It's not about using the speed, but if you fail a block on a Golem, you ain't going anywhere, hard to hit out and harder to dodge away.

Also it's one of the best skills against dodgey teams. A Golem on the ground I think is worth ending the opponents turn.

And you can always choose not to use it.

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Post by mubo »

Lictor wrote: It's not about using the speed, but if you fail a block on a Golem, you ain't going anywhere, hard to hit out and harder to dodge away.

Also it's one of the best skills against dodgey teams. A Golem on the ground I think is worth ending the opponents turn.

And you can always choose not to use it.
Only time I can see it being useful is vs elves/gobs/flings, they are generally the only races that will try to dodge away from LOS. I appreciate it has nice synergy with SF, but block/guard/MB are better choices. Leave DT to the players that are going to be chasing recievers around the backfield: ghouls and weres.

And as Leip said, leader is a great choice for 30k of TV. That's 40k/game saved right there. Or 110k to buy mid season. Plus with AV9 regen, he's hard to shift.

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Post by necromancer »

WW with mighty blow and diving tackle...try to escape being casset or crowdsurfed :wink:

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Post by Lictor »

mumbojumboist wrote:
Lictor wrote: It's not about using the speed, but if you fail a block on a Golem, you ain't going anywhere, hard to hit out and harder to dodge away.

Also it's one of the best skills against dodgey teams. A Golem on the ground I think is worth ending the opponents turn.

And you can always choose not to use it.
Only time I can see it being useful is vs elves/gobs/flings, they are generally the only races that will try to dodge away from LOS. I appreciate it has nice synergy with SF, but block/guard/MB are better choices. Leave DT to the players that are going to be chasing recievers around the backfield: ghouls and weres.

And as Leip said, leader is a great choice for 30k of TV. That's 40k/game saved right there. Or 110k to buy mid season. Plus with AV9 regen, he's hard to shift.
I don't use my Golems on the LOS like that. Defensively the sit the wings which usually makes my opponent try and push through the centre, which benefits their lack of speed by being able to close in either side instead of cover the whole pitch. Offensively 1 usually stands LOS towards a wing side and when he is freed up he helps bolster the 'cage' that isn't.

If I stop rolling doubles as 6,6 on them I'd take DT. Suits my playstyle.

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Post by necromancer »

yes, it depends on the oppenent. If he got claw and lots of Strenght I hide the golems in the back, if it is pansy elves..they go on LOS.

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Post by Digger Goreman »

My golems play 2 squares from the sideline (yea, Stand Firm!) and are often accompanied by guard Wights....

They then either support a deep penetration, or "pinch" towards the middle, especially if the opponent tries to go up the middle....

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Post by bjorn9486 »

Digger Goreman wrote:They then either support a deep penetration, or "pinch" towards the middle, especially if the opponent tries to go up the middle....
Up the middle against Necromantic = suicide. Assuming you have zombies on the line, even if they cage up down the middle I'm sure you can stall them for 8 turns. If they get a quick break away, the wolves will chase down all but the fastest guy.

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Post by mattgslater »

bjorn9486 wrote:If they get a quick break away, the wolves will chase down all but the fastest guy.
Unless they score on that quick breakaway.

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Post by Lictor »

That's kinda the point of the set up. Guard SF Block Golems with Block Guard Wights on their inside Side by Side in either wing with WW's not too far behind; people seriously try to go through the middle instead.

If you can successfully break the wing then you have 1 or 2 turns before the speedier positionals set themselves properly, but if you don't break the wing you are wrapped into a corner quite easily and MAYBE in the opponents side.

When there is only 3 Zombies on LOS and Ghouls deep/middle, it seems a lot more inviting and easier to break. SEEMS *BWAHAHAHaHahahaha*

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Post by DoubleSkulls »

bjorn9486 wrote:
Digger Goreman wrote:They then either support a deep penetration, or "pinch" towards the middle, especially if the opponent tries to go up the middle....
Up the middle against Necromantic = suicide. Assuming you have zombies on the line, even if they cage up down the middle I'm sure you can stall them for 8 turns. If they get a quick break away, the wolves will chase down all but the fastest guy.
For a lot of teams going down the wings against Necros is suicide too - SF blockers and Frenzy blitzers tend to make crowd surfing easy.

If you've got a strength advantage (and many bash teams do) then going up the middle is fine.

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Post by bjorn9486 »

But if you choose to go down a wing, at least it will take a turn for most of the team to reposition due to the low MV on a lot of the team.

By what Digger said, I got the feeling that he had a lot of opponents try to go right down the middle on him and I was just surprised at that.

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Post by Digger Goreman »

It's like a gambit in chess: if successful, i.e., they go down the middle, the elastic zombies do "up-down-ups" in the middle-ish part of the pitch and the rest of the team "implodes" upon the opposition....

If bashers didn't have at least a chance, it wouldn't be much of a game....

The Golem on the wing requires a few dodges to get past him.... Not attractive for most teams... and even if downed, they have to go around him and deal with the two/three best player types in Wights/Weres/Ghouls....

Fool-proof? Hardly, as fools are quite ingenious.... Workable... oh, yeah! Even in the past two whack leagues I've suffered through, the win ration has been 50+%, and figuring in ties... somewhat better....

Either I'm doing a half-arse good job, or the opposition isn't....
(and, yes, they do try the wings... but part of their team is not there, also, and it rarely works out....)

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Post by bjorn9486 »

Well then, I guess I have a new tactic to try out. I've always placed the Golems on the LoS surrounded by zombies. I then place a zombie and weight on each wing with the wolves in the back field. My middle rarely fails, so they are forced to the wings. Then with the wolves I can usually crowd surf a defender and turn the numbers game into my favor.

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