Lizardmen advice

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Jural
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Post by Jural »

tenwit wrote:
Jural wrote:He means that an elf dodging away from PT and DT needs to roll a 5. With the Dodge skill, he will only roll a 5 or higher 5/9 of the time, because he has Dodge, he will never burn a TRR in this process. So 5/9 is the BEST the dodging player can hope for.
The best would be that he gets the 5+ on the second roll.. not only does he get away, he leaves the krox on the ground. Oh yea. All those other elves in his TZs are now free to walk away without hinderance.
Yeah, but that happens only 1 in 9 times. so it's not like the elves can count on that strategy!

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Quadrasonic
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Post by Quadrasonic »

Wilf wrote: I went for 6 saurus, 5 skinks, 3 rerolls, FF 4.
This is what I used when I started my team last year, and I was untied and undefeated for my first ten matches.

Starting with all 6 Saurus in a league is generally considered a good idea if simply to get them skilled up as early as possible.

Go ahead and buy your apothecary first, and don't replace dead skinks until after you get your Krox. This is what I did. Just don't be surprised when the big idiot does absolutely nothing at all, ever.

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stashman
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Post by stashman »

The team is ready! It's namned Racing Tornados and I made it 5 saurus, 6 skinsk with 4 rerolls. The will play at the end of the summer.

Meantime I have another lizardmen team namned Jurassic Fever that I play and learn som tactics with. We have to diffrent leagues, one with strict LRB5 rules and another with houserules.

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Post by stashman »

Tomorrow it's time for the Racing Tornados to play in our Spike Cup Tournament. We only have 6 teams this cup (alot of coaches are not home) and 4 teams are rookie teams (Two Undead and one Dark Elf team) and one nasty chaos team with 226 TV (killing squad) and a necromantic with 165 TV.

First round will be between the more skilled team and then rookie vs. rookie.

Three match swiss style so I think I have a chance to get to the final (best two teams will play a final).

Advices is appreciated and what inducements to take against the skilled teams.

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PubBowler
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Post by PubBowler »

stashman wrote: Advices is appreciated and what inducements to take against the skilled teams.
Helmut is probably your first choice.

Hemlock against the Necro if his ghouls or Weres don't have Tackle.

I wouldn't take Slibli as he'll be easy for both teams to neutralise him.

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Post by stashman »

I was thinking about these inducements against the necro team 1650TV.

Slibli 250k
Saurus Merc with skill (Mighty Blow, Block, Tackle, Break Tackle, Shadowing or Dirty Player) 160k
Krox merc with skill (Guard, Juggernaut, Piling On or Stand Firm) 220k

But if I use Helmut I skip the saurus merc (loner skill) and get myself a bloodweiser babe or a dirty card.

Thats 630K and a strong team: one ST5, seven ST4 makes alot of strength even without block it will be hard to face when he only have 2 guard players (one flesh and one wight).

The necroteam only have 3 rerolls so maybe a a masterchef can make wonders.

Both werewolfs have tackle but no dodge so I will hunt them down a.s.a.p even fouling him if I get a good chance to do it. Maybe use a merc dirty player saurus to do it :lol:

Thanks for advices.

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Post by stashman »

I got to play two rookie undead team and both was 2-2, but my last match was against chaos 226TV and it smashed my rookie team to pieces!

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Post by stashman »

Its up and down with lizardmen :lol:

The Division Minor of the season is with 8 teams, all meet once and four top goes to semifinals.

I have already played 6 games.

Loss vs. Human 1-4
Didn't have enough players to stand up against humans in pouring rain.
Inducements: 2 merc saurus

Win vs. Ogre 2-1
6 ogres was tough but a wizard did the job!
Inducements: 2 apothecaries, wizard and a 100K card

Win vs. Vampire 2-0
Alot of the thralls have nigglings so that helped me getting them either injured or knocked.
Inducements: merc saurus, extra reroll

Loss vs. Dwarf 0-2
Tackle wasn't the big problem, but that I lost two saurus in three turns to badly injuries!
Inducements: Slibli and he was the best player on the field, that day!

Won vs. Human 2-1
Won thanks to a merc saurus with Block and a merc krox with guard. Six ST4 + one ST5 did the job!
Inducements: merc saurus, merc kroxigor. WoW!!! Mercs rules with this team. My merc saurus are better than my own

Won vs. Goblin 3-0
I did 7 casualtiesand the goblin team with only 12 players (two secret weapons) only got 50K inducements agianist me. With only the two trolls left I stalled and made the last TD in last turn.


I feel like inducements are great to a lizardmen team, as long that it is league play. I have now got all six saurus and in my last game i hope I get 50K winnings so I can buy my krox before playoffs.

4 rerolls seem to be fine, but one more is the next improvement for the team.

I have one skink with Block and Side Step. Thats Great!
I have one skink with Block and AV8, and that has really helped him staying on the pitch. I don't think I will get +MA with a team that is really fast from start. Skinks staying alive is better than good skinks dead :lol:

I lost a Blodger Saurus and I don't think I will get dodge again on a saurus. It's better to make him good for the team.

More advices are appriciated.

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Post by Larris »

stashman wrote: 4 rerolls seem to be fine, but one more is the next improvement for the team.
I'm not sure if you instead might be better off hiring a Kroxigor next. It really depends on your play style, of course. If you enjoy sometimes taking your chances with gambling on wacko odds, then go for the RR. If you like to play it safe - and IMO, that's the most effective way of coaching Lizardmen - then you risk having your fifth 120K gold check sitting and doing zip for you one half or both.

At least the Kroxigor, while being perfectly capable of doing zip one half or both as well, still is more versatile than your fifth RR. Plus the intimidation factor.
stashman wrote:I have one skink with Block and Side Step. Thats Great!
Indeed it is.

stashman wrote:I have one skink with Block and AV8, and that has really helped him staying on the pitch. I don't think I will get +MA with a team that is really fast from start. Skinks staying alive is better than good skinks dead :lol:
Actually that depends, too.

You should consider that if too many of your skinks get too valuable, your opponents might access some nasty inducements. Plus you get spiralling expenses. You've probably already discovered that most skinks don't last very long. That's true for even for the good ones.

Once you've developed a stayer, like the blocking/side stepping one, I think you'll find that it'll tend to amass SPPs pretty fast compared to the other players on the team, Sauri in particular. And the Sauri are the ones you really want to develop properly for mid-level.

My point is, very few skinks should be thought of as long-term investments. You have five skinks already, and enough Sauri to protect them adequately. Enjoy them while they last, but don't develop them too conservatively. IMO more than one protective improvement (Block, +AV), if any, for each would be overkill, unless it's a very, very special case. There are always more skinks in the spawning pool.

+MA on a skink can actually be pretty good. As the league play progresses, you'll increasingly meet players who are as fast or faster than your vanilla skinks. I'm not saying +MA is always good, but if you find that your play style often requires skinks to move their maximum allowance, the +MA would certainly be useful. I'd even say more so than +AV, especially in cup play.

stashman wrote:I lost a Blodger Saurus and I don't think I will get dodge again on a saurus. It's better to make him good for the team.
Well, seeing as dodging Sauri really mostly benefit from half the dodge skill unless they also have +AG... (But if they had +AG, we'd take Pass on the next double anyway. And Sure Hands in between. And Block. But you get the idea.) Bottom line is you should indeed train them in other skills instead, and improve their mobility through Break Tackle, if you feel you need it.

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Post by stashman »

Larris wrote:
stashman wrote:I have one skink with Block and AV8, and that has really helped him staying on the pitch. I don't think I will get +MA with a team that is really fast from start. Skinks staying alive is better than good skinks dead :lol:
Actually that depends, too.

You should consider that if too many of your skinks get too valuable, your opponents might access some nasty inducements. Plus you get spiralling expenses. You've probably already discovered that most skinks don't last very long. That's true for even for the good ones.
We paly in Divisions so it's not often an opponent gets too good inducements. And we have our own spitalling expenses table, made for our long and everlasting leagues :lol:

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jobular
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Post by jobular »

i have a lizardmen team i was thinking something like this
5 saurus
7 skinks
6FanFactor
2rerolls

any idea on improvements, or do you think for a league team this is good?

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Post by Brokje »

Hi Jobular!

Welcome to the Forum as I noticed this was your first post!
Does you League play LRB 5? In that case I would start with less FF, as it lost importance from LRB 4 to LRB 5. Also I recommend starting with 6 Sauri, as you wont to optimize the chances of getting MVPs on them. Especially in the beginning.

I would begin with:
6 Sauri
5 Skinks
3 RR

Keep the rest (40 k) for an Apo after match 1 or divide between FF, CL and AC.

Try to get at least 1 Break Tackle Saurus soon (I usually take 2), and then get some Block. Frenzy can be very handy on the 5th or 6th Saurus to skill up.
For the Skinks, the first double roll should be Sure Hands, to save the RR for blocking. After that, Diving Tackle, Catch and Side Step are all solid choices on normal rolls, Block or Wrestle with Strip Ball for double rolls.

Best of Luck!
B

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Post by stashman »

jobular wrote:i have a lizardmen team i was thinking something like this
5 saurus
7 skinks
6FanFactor
2rerolls

any idea on improvements, or do you think for a league team this is good?
Hi and welcome

I love rerolls :lol: and I play to use them!

With a team of no skills (except dodge) it will eat you rerolls when you try to block, pick up the ball etc.

5 saurus
6 skinks
4 rerolls

If you get double on a skink, get block before sure hands! You can always reroll a pick up the ball result, but you can never get your opponent to reroll the blocking dice against you! :lol: Block is to good on a skink to be ignored! If you have a blocking skink and gets another double, then you can get sure hands, first to be free from strip ball, second as a free pick up reroll. But there are more good double rolls. Hail Mary (great to pull out some nice tricks), Strip Ball (easy going in to cages), Wrestle (very sneaky), Guard (sneaky), Dirty Player (with Sneaky Git), Shadowing (with Diving Tackle) etc.

And I play to keep my players, so I always take +AV on skinks. AV8 is alot better than AV7 and you need protection to keep the skinks on the field (stunty gives you problems on injury rolls, especialy when you fail a dodge, that sucks :evil: )

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jobular
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Post by jobular »

OK taking both of your posts advice I've come to this list what do you think

5 saurus
6 skinks
6 fan factor
3 rerolls

with this, after the first game the odds are decent that my saurus will get mvp (i think that's how it works right, you get mvp automatically right?) and with the fan factor, i can immediately buy an apothecary after the first game and an extra skink the second (if i roll a 6 at the end of the match i can get him first game too), and i have ok rerolls for the half's....

so whatcha think of this one? oh and what sort of game should i be playing, should it be more of a defend the skinks using the saurus and run the ball up, or smoosh the enemy with saurus and with the skinks kick the players when they're down every chance i get?

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Post by tenwit »

stashman wrote:If you get double on a skink, get block before sure hands!
I'd recommend the other way around. If you're playing to keep your skinks alive, you've lost already. Play to score TDs. Sure Hands > Block first. I'd recommend getting two Sure Hands skinks before any Block ones, since one might die. Get Block on a skink that already has skills, especially ones that require him to be in the thick of it (Side Step, Jump Up, and especially Diving Tackle).
Jobular wrote:and with the fan factor, i can immediately buy an apothecary after the first game and an extra skink the second
Not sure where this comes from. +6 to your gate total increases your chance of +1 FAME, but it doesn't guarantee it. And it's only +10k gold after the game, it can't earn you an apo and a skink in two games. You'd be as well off getting the extra TRR and using it to win the games. Not only do you get +10k gold for winning, you're also allowed reroll the winnings if you don't like them.

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