Lizardmen advice

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PubBowler
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Post by PubBowler »

mattgslater wrote: More evidence that fouling has been over-nerfed.
More like evidence that fouling is no longer something every team must do in every game.
Which is where it should be IMO.

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Post by tenwit »

I understand where you were coming from, but it's a bit inaccurate. Dodge only kicks in when your dodge fails. Block only kicks in when you would have suffered a turnover due to rolling both down. Sneaky Git operates the same: it works to save you from your failure.

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Post by thechosengobbo »

tenwit wrote:Dodge only kicks in when your dodge fails. Block only kicks in when you would have suffered a turnover due to rolling both down.
Actually, dodge ALSO kicks in when your opponent rolls a 'defender stumbles' result. Same for block, it means when youre opponent rolls 'both down' you're still standing.

Both skills are also defensive, and useful in both your turn and you opponents turn.

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tenwit
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Post by tenwit »

Fair enough, those two skills have dual uses, only one of which is "in case of failure". But Catch, Pass, Sure Feet and others are only in case of failure.

Anyway, I was just being nit-picky, and I apologize for distracting from the conversation. Sneaky Git is an odd skill, and nothing wrong with that.

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Post by mattgslater »

PubBowler wrote:
mattgslater wrote: More evidence that fouling has been over-nerfed.
More like evidence that fouling is no longer something every team must do in every game.
Which is where it should be IMO.
These two statements aren't exclusive. Fouling was out-of-control in the old days. It's almost worthless now. There's got to be a golden mean.

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Post by stashman »

mattgslater wrote:
PubBowler wrote:
mattgslater wrote: More evidence that fouling has been over-nerfed.
More like evidence that fouling is no longer something every team must do in every game.
Which is where it should be IMO.
These two statements aren't exclusive. Fouling was out-of-control in the old days. It's almost worthless now. There's got to be a golden mean.
I really like the "new" fouling rules. I've seen alot, and almost every team in majors on FUMBBL use Dirty Players in there teams.

Foul is part of the game and skills, but the old +2 was too much when fouling. +1 is much more balanced and more fun, becuse you just don't foul when ever you get the chance, only when you now it's gonna give you anything that helps. Maybe sending of on a double is to hefty, but it's much more simple for the gamemechanics.

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Post by PubBowler »

mattgslater wrote:
Fouling was out-of-control in the old days.
Agreed
mattgslater wrote: It's almost worthless now.
Disagree.

But we are getting farther and farther from the topic.
So no more from me on fouling.

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Post by stashman »

My "new" tactic will be to try and stay back with my hail mary skink and run up with the other skinks and then "punt" the ball upfield. I have to slose down my opponent so he can't take the ball if it lands bad and with my sure hands skink it can be easier to pick up next turn.

Have someone tried this tactic and will it work in combination with diving catch?

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Post by bouncergriim »

very risky play. That and as soon as I see that strategy. I am sending a blitzer with tackle after your HM skink to destroy him and shut you down. I have play with this type of strategy before and it leaves too many skinks in the open.

In all honesty the Hail Mary Skink is a better threat than an actual play. Yes it does sometimes work with diving catch, but is very risky and is a turnover 90+ % of the time.

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Post by someone2040 »

I just started a Lizardmen team, and got smashed in the first game by Dwarves. I got the ball, was in a good position for the Skink to score next turn. But left a path open, and promptly got smashed for the rest of the game. I didn't get my claws on the ball again until the very last turn, where I managed a quick pass to get SOME spp on a Skink.

Either way, I'm down 1 Saurus next game (-1 MV, missing this coming game).

My question is, should Lizardmen take Journeymen? This will only be my second game, and my roster is looking at 5 Saurus, 5 Skinks, no skills anywhere but I purchased an apothecary. My first inclination would be no, because it'll give the opponent just more opportunity to kill stuff and he may steal the mvp (Which I can't afford to hire him in that case).

I don't expect I'll be getting too much in inducements this early on in the league, so would it be worth picking up a journeyman skink just to flesh out my numbers again?

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Post by tenwit »

Get the journeyman. One more victim to take blows instead of the skink with the SPP. Plus journeymen are pretty good, they can cancel quite a few assists with a single stunty dodge. And the only thing you're going to want to reroll, dodges, won't suffer from Loner, since they come with Dodge.

You were very unlucky to come up against the ultimate stunty-bashing team first up. All that Block and Tackle? Rookie dwarf teams almost don't need anything except linemen and a single trollslayer for blitzing, and they can take a lizardman team apart.

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Post by someone2040 »

So I'm 2 matches on now.
In my 2nd match against Nurgle, my Saurus must have crappy luck. They got the crap kicked out of them. By the end of the match, there was only 1 left on the field. It was a fairly epic match, I only had 6 guys on the field after I got my touchdown to tie 1-1, and had to hold off a full team for 4 turns. Came down to the last turn, the enemy pestigor blitzed free and failed his go for it on the end line. Ball bounces into the crowd, throws it into the crowd, throws it even further towards my end zone (but still in my half). So in an epic turn of events, a Skink jumps up, grabs the ball, moves into maximum passing distance for a stunty, rolls the 6 required to pass, a skink in a tackle zone catches it, dodges away, and dashes to the end zone for a turn around match.

Came up against Dark Elves, and well, they were quick to score. He stole the ball from me and scored again before the end of the first half. I stole the ball from him and nabbed a fairly quick touchdown. Now in the last 3 turns of the game, I had 3 opportunities to crowd surf his ball carrier. Through various crazy dodging antics, I always failed at the last part. Skink failed to dodge into the zone I needed to fill to surf. Skinks failed to dodge again on the 2nd to last turn. And then on the very last turn, skink gets in place, and the Saurus failed his go for it.

So far, it hasn't been bad for Skinks, but my Saurus have not killed a single bloody thing.

Which comes to my question. In the match against Nurgle, one of my stupid Saurus managed to get himself hurt. My first thought is honestly, fire his ass. He got possibly the worst thing for a Saurus, -1 strength. However, I don't have the funds to replace him immediately. As long as I don't roll crap (literally. My dice instead of 1's have the word 'crap' on them) I will have enough to replace him next game.

So my qestion is, do I fire his ass now, and take a journeyman Skink again. Given that the last two games, I have been playing with 5 Saurus and 6 Skinks anyway. Or do I keep him for this one game, and just use him as armour 9 line fodder? He just ends up looking like a slightly faster with no agility overpriced Orc lineman to me. I'm thinking fire him, even if the armour 9 will keep him alive a lot longer, because it'll be a lot easier for enemies to get 2 dice blocks on him. That and, that's an extra 20k he is burning up in TV compared to a Journeyman Skink.

My other question is I guess. I've got a Skink with Sure Hands, since my first guy rolled doubles. He's also got a bounty on his head (Due to the Nurgle match), but I figured some secure ball handling is probably more important than worrying about a targetted Skink. I've rolled 2 skill ups on other Skinks last game, just regular skills. What's the normal choice for Skinks? I'm not sure how to use Side Steppers (I'm fairly new to the game), Sure Feet and possibly Sprint sound decent to me. Not sure how useful the other agility skills will be.

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Post by Mo »

Try Sidestep. You'll love it. It's hard to explain the wonders, you just need to experience the joy ^-^

Oh, and I think the 5.0 fouling works great. I still foul a lot in league and tournament play. My Norse just took the honours for Most Fouls at ArisiaBowl IV. Playing Lizards, I'd definitely build a Dirty Player Sneaky Git of a Skink. And a buddy with Wrestle to set up the stonk.

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Post by tenwit »

someone2040 wrote:Ball bounces into the crowd, throws it into the crowd, throws it even further towards my end zone (but still in my half). So in an epic turn of events, a Skink jumps up, grabs the ball, moves into maximum passing distance for a stunty, rolls the 6 required to pass, a skink in a tackle zone catches it, dodges away, and dashes to the end zone for a turn around match.
Freeekin' OARsome. That's in need of a match report, I think.
someone2040 wrote:He got possibly the worst thing for a Saurus, -1 strength. do I fire his ass now, and take a journeyman Skink again.
I wouldn't. Make him a target. Fire him after the game. Put him on the LoS, put him on the sideline to tempt those crowdsurfs that give you a shot at crowdsurfing next turn, mark the enemy big guy with him, whatever. Just don't earn any SPPs with him.
someone2040 wrote:What's the normal choice for Skinks? I'm not sure how to use Side Steppers (I'm fairly new to the game), Sure Feet and possibly Sprint sound decent to me. Not sure how useful the other agility skills will be.
Side Step for defensive skinks, followed by Diving Tackle. Block on doubles to keep DT working. Most skinks go this route (at least three on every team; I use four).
Diving Catch and/or Catch on one, maybe two offensive skinks.
Sprint, Jump Up and Sure Feet on one target/lure. If you get a Frenzy/Block saurus, this guy also makes a viable OTSer. (If you're good at setting up for chainpush OTSs, you really want Sprint, Catch, Sure Feet in that order. You want to reroll failed hand-offs, since you'll do that in a TZ).
One Sneaky Git, just for laughs.
Stats and doubles change this a lot. All stunties benefit a lot from all non-standard rolls, never turn one down.

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Master Wang
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Post by Master Wang »

I'd fire the saurus because knowing Nuffle, he'll be the player to get the next MVP!

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