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Development of Necro Team in LRB 5.0 - Advice Needed

Posted: Fri Nov 03, 2006 11:26 pm
by Bifi
Hi,

I just started a Necro team of the following:
2x Werewolf
1x Flesh Golem
2x Wight
6x Zombie
3x RR
0x FF
20K treasury (i.e. TR 98 )

Our league is ca. 8 - 10 matches, LRB 5.0, 10 teams (Lizardmen, CDs, Elf, Norse, 2x DE, Dwarfs, Chaos, Skaven, and my Necro). I am playing Necros for the first time, used to play Wood Elf, Elf, a little bit of Human and Halfling teams.

After my first match (against the Skaven) my Flesh Golem is advancing and I rolled a double. What should I take? :roll: My next match is tomorrow with the CDs (TR difference of ca. 4 or 5 only). I have 60K in the treasury and will have to take a Zombie Journeyman.

(Plus one of my Wights is just before advancing, the same question.)

Thanks.
Michal

Posted: Sat Nov 04, 2006 3:59 am
by Drool_bucket
First, purchasing a Zombie and a Journeyman Zombie are the same thing, except the Zombie costs you money! Save your 60K for either a ghoul, or better, the second Golem.

Nice for getting an advance on your Golem so early, but argh! Doubles, what to take?!?

Only two I would consider would be Sidestep or Leader, but neither are great choices, IMO. Sidestep is a nice skill, but you already have Standfirm, so the pick would really be wasted. Leader is also good, its tough to remove a FG, but you have a nice build, and Leader is better on a zombie, IMO.

I might forget the Doubles and take Guard and be happy. For such as early advance. (this early, I might even consider Block, cause in a 8-10 game league good chance he'll get that second skill and you can take Guard then)

As for a wight, I would go Tackle... I always want a couple tacklers on a team, and wights are a perfect fit, IMO.

Good luck!

Posted: Sat Nov 04, 2006 8:34 am
by Bifi
The "will have to take a Zombie Journeyman" means one of my zombies died, but yes, I will save the money for a ghoul or a second flesh golem.

I was thinking of maybe taking Dodge, though it wouldn't help against players with Tackle and might increase the mobility of the flesh golem (granted, Break Tackle would improve it more), or Jump Up (which is a good combo with Stand Firm, though works only on 3+). But, as you say, only two advances are viable in the league and I am thinking of foregoing the double for Block or Guard. (Though it is possible I would be able to take this team into the new league season.)

Posted: Sat Nov 04, 2006 9:15 am
by fen
I see no reason to bother with AG or Passing Skills on an early Flesh Golem. Dodge is about the only thing worth taking there, and I'd only bother with that if you plan to get Break Tackle and do things with the FG that they're not really designed for.

Block would be my first choice, they're ace with Block + Stand Firm. Then Guard.

As for the Wight, Guard. Mobile Guard assists where you need them are superb. My tacklers are always Ghouls or Werewolves as they have the mobility to reach players with dodge.

Posted: Sun Nov 05, 2006 1:29 pm
by Jeremiah Kool
I´d do it like Fen suggested.

Posted: Sun Nov 05, 2006 1:58 pm
by da_crusher
Forget about the doubles. I would take Guard on that Flesh Golem. I took Block when my first Flesh Golem advanced and 12 games later he still hasn't his second skill. The other FG, the one who got Guard as first skill, is one of the key players on offense. Guard is a really nice combo with Stand Firm.

For the Wight, go for Guard as well, unless it's a double in which cause I would take Dodge.

Posted: Sun Nov 05, 2006 3:21 pm
by Papa Sebco
Well, Dodge would have been my choice. Don't forget Dodge is usefull to dodge yes, but also when you're blocked. A blodge-stand firm is always annoying for the opponent, so I would have chosen dodge for this kind of league, hoping the flesh golem would have time enough to take block after that. :wink:

Posted: Sun Nov 05, 2006 7:09 pm
by Bifi
In the end I chose Block and in the match against the CDs it really proved useful. After the second match my Wight was advancing and I rolled a 10. I'm really tempted to keep it as one of my Werewolves got killed and I had only money enough to buy one Ghoul (I want to keep some mobility in the team).

Posted: Sun Nov 05, 2006 10:02 pm
by Snew
Speed kills. Go for it.

Posted: Mon Nov 06, 2006 2:58 am
by Cramy
On a Wight, get the movement.

Posted: Mon Nov 06, 2006 9:09 am
by fen
Cramy wrote:On a Wight, get the movement.
/signed

Posted: Mon Nov 06, 2006 9:13 am
by Bifi
Thanks, folks! :D

Posted: Fri Nov 10, 2006 5:43 pm
by Bifi
OK, so my team of +1 MA Wight, a rookie Wight, a Block Flesh Golem, and a rookie Werewolf got two advancements in my last match: one regular skill on a Zombie and one on a Ghoul. What skills to take?

With Zombie I'm thinking Kick and with the Ghoul maybe Block?

Thanks.

Posted: Sun Nov 19, 2006 9:08 pm
by UtakHai
Kick is a great skill, esp. since they deleted "Bad Kick".
Block on a Ghoul is fine, but Wrestle isn't bad either to take out assists or open a gap for your ball carrier. Problem with Wrestle is your ghoul laying down on the ground, ready to get fouled out.
Sometimes its worth the risk ;)
As Iam burning rerolls constantly whilst trying to pick up the ball, Sure Hands is an option,too.

Posted: Sun Nov 19, 2006 10:47 pm
by Bifi
The Ghoul got Block, but in between also -1 ST. Should I keep him?

Now I'm having 2 Zombies with Block and 2 more before advancing, one of those is definitely going to be a Kick. Thanks for advice.