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Necromantic Team advice for a keen but complete noob.

Posted: Thu Mar 08, 2007 11:41 pm
by Noctis
Hiya.

I hope I got this in the right place? If not please don't burn me too badly Mr Mod :o

I hope I have a good (ish) balance here, using the lastest living rule book 5.

Soul Stealers

2 x WereWolves (Codie and Snaggle)

2 x Flesh Golems (Urg and Murgh)

2 x Ghouls (Micheal and George)

4 Zombies (Name em after experiments ie: XC32-1)

3 Re-rolls

3 Fan Factor

A straight 1000.000 worth there.

The idea is to try and get the ghouls to throw, Fleshys to lock up the middle, the wolves are my hard hitting runners, the zombies to get in the way and provide assists if I need to punch a hole through people via fleshys or wolves.

So any advice, advancement tips etc is VERY welcomed! I must warn you I'm very keen to get stuck in and I'm quite addicted to this now, while I have a bear grasp of the rules.

Cheers

Noctis

"As I lay me down to sleep, I pray The Stealers my soul to keep, If in the morning I do not wake, I pray The Stealers my soul to take" - Soul Stealer's fan song

Posted: Fri Mar 09, 2007 12:09 am
by rodders
you need 11 players you only have 10 listed


i'm no necro player but i would drop a fleshie to "pad out" with zombies then buy the 2nd fleshie asap

Posted: Fri Mar 09, 2007 12:18 am
by Noctis
Opppp's..............

I can't believe I missed that!

I'll use those points from the fleshie to get 3 zombies (2 in reserve just in case?)

Thanks for that, but the general lay out minus the fleshie how does it look for a first team? and any suggestons on skills if I'm lucky to get them?


Noctis

Posted: Fri Mar 09, 2007 12:38 am
by Omalley69
i whould save the flesh´s for later and take rerolls and zombies...

Posted: Fri Mar 09, 2007 8:26 am
by Solarhaphaeriom
One thing that might become a problem is getting too few players past the enemy line, especially if you use ghouls to pass. If there's only 1-2 guys halfway to the goal (e.g. fast werewolves), they're easy to stop. So many do a little switcheroo and keep the enemy confused, are you running or passing with the ghouls, have the wolves suddenly swap sides, which their movement allows.
That, and watch out that the ghouls don't die, they don't regenerate.

Posted: Fri Mar 09, 2007 8:48 am
by da_crusher
I in your place (playing Necro's in their second season) would switch the ghouls for wights, this will help your defense as they have block and with AV8 are tougher to get down. Beside they are also decent ball carriers. Try to score with them and give 'em Guard asap.
Don't get more Zombies than neccesarry (you are a Necromancer with a Claw Wolf, you get them for free :D ).
You must be aware, that Necros are diffcult to start with, as you either have two fast players or two ST4 FG's. Later on this team is great (you need a double on a wolf, as just the thought of a MB+Claw Wolf drives your opponent crazy).
I learned the hart way last night, that encountering teams with a lot of Block eg. Norse or Dwarf will lead to unavoidable loss early in the season.

Posted: Fri Mar 09, 2007 12:38 pm
by TuernRedvenom
1: you NEED wights, as block is as an absolutely essential skill. To get them drop one werewolf and FF. If that's not enough (are wighths 80 or 90k?, can't remember), change a ghoul for a zombie. Wolfies skill up quickly so it doesn't matter that one is brought into the team later. AND this will get you at 11 players, a 10-man roster (as the one you posted) is illegal.
2: don't pass with your ghouls, in fact don't pass with anyone. You have good speed and a bit of agility so handoffs all the way! Only try to pass for starplayer points when you're sure your opponent can't get to the ball should you fail.
3. in any case start with the flesh golems, they skill up sloooooowlyyyyy so you want them earning star player points from game 1

Good luck!

Posted: Fri Mar 09, 2007 12:45 pm
by PubBowler
I would start with Wights instead of Ghouls. Dropping a reroll enables you to do this as well as getting the extra zombie you require to be legal.

Or, something I've been toying with, don't take Flesh Golums. They're pretty pricey. With out them your team looks like:

240 2 Werewolves
180 2 Wights
140 2 Ghouls
240 6 Zombies
180 3 Rerolls
20 Fanfactor 2

An extra body (pun accidental) for fouling and the like. 3 rerolls for reliability.

As for advances I advise Block on the Were's (MB on doubles), Guard & Tackle on the Wights (Surehands if they're going to be your ball carriers, Ghouls either go Tackle, Diving Tackle or Block, Surehands depending on their role and Zombies get all the usual lineman type skills.

Posted: Fri Mar 09, 2007 1:05 pm
by Noctis
A BIg thanks to everyone who posted :)

Again it's nice how you guys explained the reasons behind the team shuffle and I can understand what your saying (the LRB5 is really handy 8) )

I must admit I can see the logic of wights with the werewolfs, as I do set up normally, but use the speed of the wolfs to reposition them and hopefully "punch" through, I know it's a simple tactic.

As for the person who mentioned the wights are 90k, zombies 40k and the FG are 110k.

This is good fun I have to admit :)

Noctis

P.S Thanks for the advance advice as well

Posted: Fri Mar 09, 2007 1:15 pm
by TuernRedvenom
As to the flesh golems I think you need to decide whether you want a strong team right now or whether you want to start weaker but come out stronger after a while. Playing without flesh golems jump starts the teams as flesh golems without skills aren't worth their price. But starting with them skills them up faster (which will still be slow btw) and will give you an advantage in the long run.

Posted: Fri Mar 09, 2007 1:20 pm
by Noctis
Hiya

In regards to fleshys , I can see what you mean. The very few games I had I can relate to what you said :) I'm gonna have a look at the points and if I can squeeze the one in I might, just thinking of dropping the one fleshy, and a re-roll, and the ghouls that should give me the wights.

I'll need to properly sit down and work this out, just ideas at the moment :)

Thanks again :D

Noctis

Posted: Fri Mar 09, 2007 1:23 pm
by TuernRedvenom
Don't drop a reroll! You need at least three. You also need the wights.
Starting with ghouls is optional IMO, they skill up quickly enough to add them later on. Same deal for werewolves, but they are the best players on the team so I would take at least one.

Posted: Fri Mar 09, 2007 1:41 pm
by Noctis
Ok had a quick play with numbers.

1 FG
2 Werewolves
2 Wights
6 Zombies

FF 2
RR 3

Hows that? I kept 3 RR as you see, but I do have 11 players no spares, thats a straight 1000.

Again many thanks for peoples paitence, as said I'm keen so lots of questions, and I said it before this is fun :)

Noctis

Posted: Fri Mar 09, 2007 1:49 pm
by voyagers_uk
That'll do pig, that'll do

Posted: Fri Mar 09, 2007 7:25 pm
by DamianTheLost
It looks ok but I'd start with one Ghoul and cut down a reroll. Necros don't need money later on, but u need to be able to run circles around ur opponents. For skill progression i'd go:

Wights: Guard, Tackle, Mighty Blow, Stand Firm, Grab Doubles: Dodge or Side Step
Ghouls: Block, Sure Hands/Side Step, Diving tackle, tackle, Fend Doubles: Guard or Accurate
Werewolves: Block, Dodge, Side Step, Tackle Doubles: Mighty Blow, Juggernaut
FGs: Block, Guard, Mighty Blow, Grab (no good doubles for 'em)
Zombies: Block, Tackle - some DP, one Kick Doubles: Guard

Use Ghouls to carry the ball and get block, sure hands on one asap.
Fleshies don't have block to begin with, but they are tough and can hold a line. Zombies are perfect foulers if u can get to an important target. Wolwes should blitz and crowd push as much as possible, and brak holes. Make sure they don't get all the SSP, but get them block asap. As for wights they are ur allrounders. They can block, blitz assist an even run score. Put guard on them an stick them to eather the fleshies or the ball carrier....