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Starting necro in league
Posted: Fri Jul 22, 2005 10:04 pm
by neverdodge
I wonder what option you got at the start of a necro team.
I ll prolly want 3 rerolls. I was thinking of the following :
1 WW
2 FG
2 Wight
6 Zombies
3 RR
7 FF
I know this gonna miss a little speed but will buy the 2 ghouls ASP
Another option i may consider is :
1 WW
1 FG
2 Wights
2 Ghouls
5 Zombies
3 RR
8FF
Any thought ?
Posted: Sat Jul 23, 2005 1:24 am
by MattShepherd
I was recommending to a player in our league before we started the new season to try Necros without Ghouls, and to develop the Wights as ballcarriers instead -- only one less MV and a little more solid, same AG so the same pick-up-the-ball propensity. My logic was you develop the wights as your ballhandlers and your WW as blitzers/safeties/catcher-scorers, and forget the ghouls because they just friggin' die all the time anyway.
Didn't work out that well for him, unfortunately. He just lost his second WW in his 4th game. It's impossible to tell if it's bad luck, less than stellar play, or the lack of ghouls, but the no-ghoul strategy doesn't seem to have borne fruit in this particular case.
Posted: Sat Jul 23, 2005 2:31 am
by Gus
090 9 ff
140 2 rr
240 2 wolves
240 2 golems
140 2 ghouls
150 5 zombies
alternatively, go with 7 FF and replace a ghoul with a wight.
beware: this starting roster is very risky, and you'll need to play carefully. however, if you are not unlucky and play well, you will quickly have two Block wolves, and will be able to shred the opposition.
Posted: Sat Jul 23, 2005 9:01 am
by driesfield
I started with:
2Wolfies
2 Ghouls
2 Wights
5 Zombies
3 RR
FF 8
It worked out wel but be carefull with the Wolfies, never leave your own lines at the end of your turn!
Posted: Mon Jul 25, 2005 8:13 am
by Gorbad
I won't reiterate all the possible rosters, but just state some thoughts:
Flesh Golems take a while to get skills, just like Black Orcs on an Orc roster. I'd recommend starting with them, as they are durable and can have a few more matches to get an MVP.
Ghouls die, as has been said before, but they do have dodge, so a consideration would be whether this is a 'mature' league with all kinds of tackle heavy teams (or just tons of heavy hitting teams) or a friendly TR100 Elf league. I think you can skip the ghouls for now if you can't reliably protect them.
Two werewolves is hard to do cashwise if you also go for two golems, I personally started with one, but it did involve not using him overmuch as a receiver (too vulnerable) but rather as a sneaky blitzer (1, 2, 3, blitz and run back in hiding with 5, 6, 7, 8...)
IMHO the wights are the solid core of a starting Necro team, so no doubts there... take em both.
FF is... debatable... You should not suffer too many crippling injuries if you take care of your non-regenerating players, but if you are unsure about your ability to keep them safe (or know you will roll double one on your first aging for the WW...) get 7+ and it should be ok, less is a risk, but could mean an extra positional.
2 or 3 RR are options, but that also largely depends on your style, risk takers should just take 3, if you are a former dwarf coach

, or just careful, you can get away with 2.
Pad out with zombies, and presto, a roster.
(edit: typos)
Posted: Mon Jul 25, 2005 9:41 am
by neverdodge
I like your answer Gorbad, it give a good idea of what you need depending on your style of play.
Personnally i ll prolly go with this one then :
1 WW
2 FG
2 Wight
6 Zombies
3 RR
7 FF
Posted: Wed Jul 27, 2005 3:01 pm
by Jinxed
What nevedodge said; worked like a charm for my ' In company of Wolves'
First buy is a spare body (zombie) as a reserve, then go all the lengthy way to a 2nd wolf.
Slightly risky in the sense that if you 1-wolf dies or even MNG's your next match(es) are doomed but if you are not unlucky with him you can afford your 2nd wolf after 4 games or so.
Added advantage is that Wolf 1 is skilled up by now with blodge, plus both wights will have gotten a skill too.