lizardmen team needs help

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nandron
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lizardmen team needs help

Post by nandron »

Hi
Iam playing my third game of bloodbowl this week in a small league and have a team of lizardmen with currently 5 saurus and 5 skinks and 80,000 in the bank and a d6 roll +1 to come from money not rolled yet. Also 2 saurus will roll for skills and 2 skinks. I lost a saurus in my last game and my next is against a halfling team with two treemen one of them has block. Not sure whether to get a apocathery + maybe a saurus if I roll 3 or more or go for a kroxigor, assuming i roll a 5 , as there are a lot of nasty strength teams. The treemen are going to bash me around alot I think and I dont want to lose more saurus but the kroxigor would be very useful and and could possibly kill a lot of halflings. it is quite a small league so I am probably only going to play about 16 matches before it ends and will face at least 2 teams with trolls etc in it + the the 2 treeman team twice. I am thinking get the kroxigor sooner rather than later to allow it to get experience and bashing halfling is about as good an opportunity aa it gets for those injury rolls.
What do you think ?

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Post by rodders »

I'd gor for the sarus + apoth what (if any) skills do you have

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nandron
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Post by nandron »

hi
No skill as yet but have to roll for 2 saurus who went past 6 exp today and and for 2 skinks so by the treemen match will have 2 saurus with block probably and a skink with catch and a skink with surefeet unless i roll a stat increase or you have better ideas.

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Post by rodders »

1 sarus with block 1 with break tackle catch and sure feet are solid skill choices for skinks unless you roll double's the go for block

and don't worry about the trees against the flings you have the mocement to play away from them most fling coaches have a forrest on the LOS 2 trees and deeproot

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Post by nandron »

Thanks for the info. I have the feeling he is going to try and take out my saurus to the detriment of actually winning. Not sure what to put on the line of scrimmage if I am kicking as he will have 2 two dice rolls both with mighty blow + the follow up move to stay in contact. Might leave the block skill saurus out of the line and put the break tackle saurus + 1 other and an expendable skink on the line and use the rest of the saurus to go halfling hunting while the skinks stay deep for the inevitable ttm. What do you think.

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Post by Jamie Fameflame »

nandron wrote:What do you think.
- I think that you should forget about the trees and bash his halflings instead. Don't waste a single block on them, just give the little guys a world of hurt instead.

Without the halflings, he doesn't stand a chance of winning, if he even had one to start with.

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Post by rodders »

Never worry abaout the TTM just hit the flings don't even bother with the trees just play away from them of you can

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Post by pelle »

Stay away from the tree, he is too slow anyway. Go for the Koxigor, you'll have a lot of 3D blocks on the flings, so they are bound to die sooner or later, especially with the Mighty Blow and the +1 on Injury for Stunty.
As for advancements, go for Sidestep on the Skink, on a double you could go for Surehands, block or hail mary pass (so you can play passing). Pray you get an AG upgrade :wink:
For the Saurus, go for break tackle, then you will have a very mobile blitzer. Later on, you will also want to have a saurus with frenzy. I would also suggest two saurus with Mighty Blow before you give them block, because with Mighty blow, they will advance sooner. When you roll a double on a saurus go for Dodge. When he advances again, take break tackle, and you have one major pain in the a**e of your opponent. and even without the break tackle skill, your saurus can dodge away on a 5 with reroll, meaning a 55% chance.

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Post by Juggernaut »

hi,
1st of all - dont take catch or sure feet to skinks! Sidestep/diving tackle is a lot better combination of skills. In any order. Against flings DT is probably even better than SS
2. Skills - I would 100% give both sauri Block - thats what this team lacks and thats what hurts this team mostly. Break tackle is a 2nd skill for saurus. Without block, he isn't a blitzer. Your opponent has only 2 trees, he cant hold all your sauri. On doubles, of course choose something else.
3. Purchasing - if I had enough money, I would go for Krox + Apo, 2nd option is saurus + Apo, 3rd Krox, 4th Saurus - depends on how much money you have. I think Apo is important for skilled sauri, since it is hard to replace them
4. Don't bother TTM - if it will work for him (which is not very real), you wont have a chance to react anyway
5. LOS - put only 3 sauri on LOS when kicking and spread them (2 free places between them), so he cant tackle all of them with Trees

and GL

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Post by Brokje »

Hi!

I partly agree wityh Juggernauts post above. I would definately go for Side Step and Diving Tackle on Skinks, very annoying. On doubles, fist Sure Hands (saves precious RR for blocking), then Block or Strip Ball (nasty against cages, with Stunty).

For the Sauri I do take Break Tackle as a first skill. The St 4 Mv 6 is easily tied to a cannon fodder lino, otherwise. With BT you can use your guys where they are needed.

Indeed with enough money, go for the Krox. Try to block the Flings (at least in your next game) with 3D blocks. Mighty Blow and Stunty should give hime CAS easily. Moreover, the Tail should provide quick turnovers from the Flings trying to get away from him!

Good luck!
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Post by nandron »

Hi
Thanks for all the great advice, rolled my money which was d6 +2, rolled a 3 which gave me a total of 130,000 with previous winnings not enough for a kroxigor so risked it and rolled again and got a 1 arrrragggh !!! So it is an apocathery and 60,000 in the bank. Rolled the 2 skill for the saurus got block for one and rolled a double for the other so said block for the moment but may change it. rolled for the 2 skinks and got a skill for one and a double for the other. Was thinking catch and leader reroll but have now read your posts so may go for diving tackle and sure hands for the double if he will let me change it. The reason for the 2 blocks on the saurus is as someone has posted already they are not really blitzers until they have it. Also I tend to free up saurus from tackle zones by blocking the opposition player with another saurus as they are usually in a cage protecting my skink or on the LOS. The initial reason for picking catch was the the handoff roll I make everytime I receive as I pickup with one skink who moves and handsoff to another skink, also I could risk a pass if it gets desperate and use the team reroll for the pass and the catch reroll and give it a chance of working. The leader reroll for the other skink was because I have been having trouble with putting down opposition blitzers and I keep ending up a reroll short each half when the saurus are attempting to clear a path for the skinks. However surehands seems pretty good too. Diving tackle for skink sounds a bit risky as it leaves an experienced skink on the floor where even halflings can do some damage but bloodbowl as I am learning is not a game for cautious players. Next game is on thursday. CARPE HALFLINGIUM !!!

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Post by rodders »

for the doubles take dodge on the sarus when he gets to 16spps then give him block he'll be a bitch to put down as for the skink block

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