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Necro team
Posted: Tue Mar 15, 2005 12:47 am
by Leipziger
Hi,
Just trying to rejig my necro team for the Waterbowl 1-dayer this saturday and wondered what you think of this:
2 x flesh golem
2 x wight
2 x ghoul
2 x werewolves
4 x zombies
1 x FF
1 x RR
TR100
or perhaps dropping a ghoul for a reroll (but relying on an injury regenerating...)
Cheers
Leip

Posted: Tue Mar 15, 2005 1:28 am
by Gus
with 2 wolves, presumably using their frenzy skill, you need much more than 1 RR. 3 would be the minimum for me... if it is a tourney where injuries "regenerate" from game to game, then i'd go with only one WW...
030 3 FF
210 3 RR
120 1 WW
240 2 FG
180 2 Wi
070 1 Gh
150 5 Zo
or turn 1 wight and some FF into Ghoul + Zombie.
if you feel REALLY comfortable playing frenzy without many RR, then
010 1 FF
140 2 RR
240 2 WW
240 2 FG
180 2 Wi
070 1 Gh
120 4 Zo
but you'll have to be VERY careful and a bit lucky, unless you plan on using the WW only as catchers...
if so, then here's my advice: play regular UD instead =P
Posted: Tue Mar 15, 2005 8:22 am
by kithor2002
I would go with the no flesh golem variant.
2 Werewolves
2 Ghouls
2 Whights
6 Zombies
3 RR
4 FF
1 assistant coach.
The FG are too expensive for tournament play IMO especially at TR100.
With that setup you have 6 potencial ball carriers and 2 WW are a must for the team.
Posted: Tue Mar 15, 2005 9:35 am
by Kheldar
The variant proposed by ktihor is played by Utak with much success on tounrmaments.
Posted: Tue Mar 15, 2005 7:04 pm
by Pipey
no golems makes sense but I would go for the slightyl different:
2 WW 240k
2 Gh 140k
2 Wi 180k
7 Zom 210k
3 RR 210k
FF 2 20k
=1000k
Posted: Tue Mar 15, 2005 7:26 pm
by Gus
1 assistant coach instead of FF ? what's the point ?
and imho, the team needs the additional ST, and Stand Firm on defence, but to each his own =)
Posted: Tue Mar 15, 2005 7:29 pm
by Hangus
i agree with Gus, plus 4 players out of 12 with no regen and armour seven would worry me a little
Posted: Tue Mar 15, 2005 11:24 pm
by Skummy
I dunno, I just played a tourney with an Undead team and 4 ghouls and was fine. Admittedly, Mummies are better at occuping teams than Flesh Golems, but it's possible.
Posted: Wed Mar 16, 2005 7:47 am
by omnimutant
Personally I'd drop the ghouls. Take 2 Flesh, 2 Wolf 1 Wight and the rest zombie FF RR etc.
Use one wolf to get the ball to the other, the Golems for protection, Blitz with the wight, and zombies for fodder/TZ. Play Bashy!!!
Posted: Wed Mar 16, 2005 9:46 am
by kithor2002
Gus wrote:1 assistant coach instead of FF ? what's the point ?
I would take the assisant coach for the kickoff event brilliant coaching.
So you have a +1 for getting the RR.
Not that you need the RR but better have it than giving your opponent an additional RR.
Posted: Wed Mar 16, 2005 11:12 am
by grotuk
I used to play:
2 FG
2 WW
2 Wi
1 Gh
4 Zo
2 RR
1 FF
But i wanna try:
1 FG
2 WW
2 Wi
2 Gh
5 Zo
2 RR
3 FF
Posted: Wed Mar 16, 2005 11:15 am
by Redfang
At the Eurobowl and the Dungeonbowl I used:
2 WW
1 FG
2 Wi
1 Gh
5 Zo
3 RR
3 FF
To nice effect...
Posted: Wed Mar 16, 2005 1:40 pm
by UtakHai
In the last 3 tournaments I played Necros quite successful with following setup:
2 WW
2 Ghouls
2 Wights
6 Zombies
5 FF or 4 FF and 1 AC for KickOff events
3 RR
Maybe you can drop the FF to 2 for another zombie, but 12 players should fit.
Don't forget that you can raise a dead, if you manage to kill an opposing player. Flesh Golems aren't worth their price, but it depends on how you play the Necros.
I usually let my WW score in offense and handle them like blitzers behind my first line of zombies in defense..So it all depends on your playing style, but never ever leave the WW in blocking or blitzing range. Try to avoid that your opponent can blitz/block him or you will have him surrounded by other players and the foul always comes next..120 gp lost in that way really hurts

Use your wights, they come with block and have a decent 6 movement, so you can use them as blitzers too.I usually give tackle to them to get rid of those blodgers, but also a WW with Block and frenzy is often a good choice to push some players into the fans.Sometimes people tend to forget that and prefer to run at the sidelines

I really prefer the handoff game, where my ghouls pick up the ball and hand it over to another WW, with the catch skill more reliable than the other way round..Worst case is when you're unable to pick up the ball, so ever leave a zombie and another ghoul to put tz around the ball in case you didn't manage to pick up that bloody thing..
Cas?? +2 on armour roll is a nice thing to have, so you're able to outman even the high av teams like dwarves or orcs..
Also regen is a nice thing, as it really helps to stay on the pitch with more players than your opponent, thus leaving you in a better situation to control the game...
cheers,
Utak
Posted: Wed Mar 16, 2005 8:42 pm
by Gus
can someone clear that for me please:
why the -1 FF +1 AC thing ? you basically "suppress" a cheerleader, so what's the point ?
Posted: Wed Mar 16, 2005 9:20 pm
by UtakHai
1 AC just for Kickoff event 9
Brilliant Coaching: Each coach rolls a D6 and adds the number of assistant coaches in their team to the score. Re-roll any ties. The side with the highest score gets an extra re-roll this half thanks to the brilliant training provided by the coaching staff.
So you gain that +1 increase and a higher chance of getting an extra reroll..
FF doesn't count here, so it really helps in this case.
Furthermore you have a FF of 4 left and that is enough for a tournament enviroment, esp. since Field Invasion isn't that powerfull anymore and still one or two D6 apply to the other kick off events..
Hope I could anwered it with this
cheers,
Utak