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Skill Advances for 5.0 Necros
Posted: Sun Aug 20, 2006 4:17 pm
by Drool_bucket
Seeing the starting roster thread began to evolve into a development thread...
Werewolves: Block, Tackle
Doubles: Dodge, Mighty Blow
Flesh Golems: Guard, Block, Mighty Blow
Doubles: Jump Up(?)
Wights: Guard, Strip Ball
Doubles: Dodge
Ghouls: Sure Hands, Block, Fend
Doubles: Pass
Zombies: Wrestle, Kick (x1)
Doubles: Guard
Just initial thoughts, interested to hear what everyone else says.
I couldn't find anything that seems worthwhile for a FG with a doubles roll...
Posted: Sun Aug 20, 2006 4:33 pm
by fen
Werewolves don't need Doubles for Dodge, they have Agility access on normal rolls. I certainly wouldn't take Wrestle on Zombies, they're too slow to make use of it.
My development choices for Necro aren't exactly standard.
Posted: Sun Aug 20, 2006 7:07 pm
by Vincekiller
1 WW : your blitzer : Block, Tacle, pro or maybe dauntless
doubles : Mitghy blow / jungernaut
Your second WW : more defensive: block, dodge, side step or jump up
doubles : Mitghy blow
first FG cage penetrator : Block , guard, Migthy blow, frenzy
double : diving tacle
Second FG defensive cage : block, guard, grab, migthy blow
Double : don't take you have a lot of good normal skill you only choice could be leader
Wight back line: Strip ball, tacle, frenzy/kick off return
Double : side step, diving tacle
Second wigth in the melee : Migthy blow, Piling on, grab
double : jump up
Ghoul ball carrier : block, sure hands, side step/fend
double : no really good skill take a normal one
SecondGhoul defensive : block, side step, diving tacle
double : only leader or choose a normal skill
Zombie : Block - 1 kick- 1or2 dirty player
Doubles : leader, guard
Posted: Tue Aug 22, 2006 9:07 am
by z3d
Zombies with wrestle can be good on the LOS - against dwarf for example.
Werewolf double is mighty blow (the new claw+MB combo is almost as good as the old claw), second double for me is juggernaut or piling on. normal is block, dodge/tackle.
for wights guard is a good choice, against bashy teams 4 normal roll guard (2 wight/2 fg) is needed.
Posted: Wed Aug 30, 2006 5:10 pm
by z3d
my dreams came true when i rolled my second double with my MB/block wolf. i think two options are the best: juggernaut & PO. in the PO topic i was adviced not to pick PO because i'll end with a dead wolf (and i listen them, because their posts shows me that they know what they are talking about), so PO is not a good choice then.
but i'm thinking of that i need juggernaut or tackle more? we had some blodger catchers and gobbos in our league, so what is the best for the team?
Posted: Wed Aug 30, 2006 5:15 pm
by fen
Jugger on the doubles, take tackle after that. Jugger is ace with Werewolves.
Neutering Fend, Wrestle, Stand Firm and optionally giving you that extra pushback when you want it is fantastic. The only players safe on the sidelines will be Side Step Players then.
Posted: Mon Sep 11, 2006 7:48 pm
by TzTz
I'm just curious, what's so good about juggernaut? Especially considering you already have block you will almost never need it. Okay it combines together with Frenzy for an extra Block, but i don't find it that great. I'd rather pick grab or not care about rolling doubles at all and take one of the general or agility skills.
I'm not very experienced, tough. Just asking in order to understand it better

. We're going to start a LRB5 League soon.
Posted: Mon Sep 11, 2006 8:06 pm
by Mootaz
The major advantage of Juggernaut is that it overrides Stand Firm and Fend, 2 skills that are high on the list to take against Crowd Pushes. So with the sole exception of Sidestep, no one is safe against a Frenzy Juggernaut.
Re: Skill Advances for 5.0 Necros
Posted: Tue Sep 12, 2006 7:45 am
by grotuk
Werewolves: Block, Dodge, Tackle
Doubles: Mighty Blow (No more doubles needed)
Flesh Golems: Block, Mighty Blow, Guard
Doubles: Dodge
Wights: Guard, Strip Ball, Tackle
Doubles: Dodge (No more doubles needed)
Ghouls: Block, Sure Hands, Side Step, Fend
Doubles: Accurate
Zombies: Block, Dirty Player, Kick (x1)
Doubles: Guard, Sneaky Git
Posted: Tue Sep 12, 2006 8:45 am
by Joemanji
Mootaz wrote:The major advantage of Juggernaut is that it overrides Stand Firm and Fend, 2 skills that are high on the list to take against Crowd Pushes. So with the sole exception of Sidestep, no one is safe against a Frenzy Juggernaut.
That is secondary IMO. The
major advantage of Juggernaut is that it increases your chances of getting a push result (from 53% to 75% on 2D blocks). This makes crowd pushes much more likely in combination with Frenzy.
Posted: Tue Sep 12, 2006 8:50 am
by Joemanji
Grotuk has the skills more or less. I might take Guard first for a FG, then Block, but that is just a personal preference. Pass is a double I might take over Accurate for a Ghoul.
The only place I disagree is Wights:
Wight 1 : Tackle, Strip Ball/Guard
Doubles : Dodge
Wight 2 : Mighty Blow, Piling On, Tackle
Doubles : Jump Up
You need a player with Tackle early, and Weres are not likely to get it until their 3rd skill at the earliest.
Posted: Tue Sep 12, 2006 10:46 am
by grotuk
Joemanji wrote:Grotuk has the skills more or less. I might take Guard first for a FG, then Block, but that is just a personal preference. Pass is a double I might take over Accurate for a Ghoul.
The only place I disagree is Wights:
Wight 1 : Tackle, Strip Ball/Guard
Doubles : Dodge
Wight 2 : Mighty Blow, Piling On, Tackle
Doubles : Jump Up
You need a player with Tackle early, and Weres are not likely to get it until their 3rd skill at the earliest.
For the FG...Block first has an explanation :p More Knocked down oppos means more SPP, and this means faster reach to the next skill

Same with MB.
For Accurate against Pass...The chances are not much better for Pass and many times you can repeat the pass with the RR you have. So I prefer this option.
About the Tackle...in LRB 4.0 i used to take always as first skill...but know i have my doubts. Probably will take one with the skill list i wrote in my last post and other one starting with Tackle then guard and then mighty blog.
Posted: Tue Sep 12, 2006 4:55 pm
by z3d
I must decide between block and guard on a golem, my next match will be against a dwarf team, and after it two orcs (in semi-final and final i hope

)
Block helps me to stand but guard helps my block/MB wolves (yes, both of them rolled a double

) to clear the pitch. I have two guard wight already.
Posted: Wed Sep 13, 2006 7:03 am
by TuernRedvenom
I have two guard wight already.
Everyone repeat after me:
You can never have enough guard!

Posted: Wed Sep 13, 2006 7:58 am
by z3d
I can never have enough guard.
I can never have enough guard.
I can ...
Anyway, if someone wants a good thrower in the team with one double, choose a wight: accurate with double skill and strong arm and sure hands with normal skill.