LRB5 Necros: Golem & Wight got Doubles

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Cephalopod
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LRB5 Necros: Golem & Wight got Doubles

Post by Cephalopod »

Hello all,

I went digging through the stickied post, but the necro team recommendations there appear to have been made when wights did not have access to all the skill categories they now have.

I'm four games and three weeks into my current league's season of ten weeks. In my last match both my Flesh Golem and Wight received a doubles advancement roll, the Golem scoring double sixes :o . I don't have to decide what skills they've taken for a couple of days, so my question is this: Should I try to turn the Wight into a passer? This is that particular Wight's first advancement, and sure hands would be the next pick up in that case. I've noticed that my team is really suffering from not having enough ball handling skills available early on, so the idea has a certain appeal, but I thought I'd ask the the more experienced coaches what they thought of the plan. Please let me know! :D

I've decided to take strength on the Flesh Golem, but I can certainly see a few arguments against that choice. It was also his first advancement roll.

Here is my team in a nutshell:
  1. Flesh Golem, +str
  2. Flesh Golem
  3. Werewolf, +block
  4. Werewolf, +block
  5. Wight, +Guard, +Mighty Blow
  6. Wight, +{Unknown Doubles}
  7. 6 Rookie Zombies (Kick and DP in the making, but none have gotten an MVP yet. All but one have at least one CAS to their name)
  8. 2 Fan Factor, 3 Re-rolls, 1 CL, 1 AC
My next purchase is going to be a Ghoul. I'd planned on turning one of them into a catcher and making my Werewolves into blocking, dodging safeties. Hopefully I make the needed 30K for a Ghoul in my next game. :-?

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Post by tenwit »

The only argument against pass on a wight is that it pretty much demands catch on a werewolf to make it viable for making plans with (it'd still be good for desperation plays and for passing into a cage, though).

The more conventional alternative would be side step, then get guard on his next upgrade. Guard + side step is an awesome combo.

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Post by lauth81 »

I would give that wight dodge to add some mobility and helping him staying on his feet. Get those ghouls as fast as you can!

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Post by DoubleSkulls »

Why not leader for the wight? 3 RRs on a lowish skill team isn't a lot and you'll get a lot more use from the 4th reroll than pass or similar.

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Post by Brokje »

But with Undead it is quite easy to buy rr later on due to the survivability of their players. I would go for Dodge, or Jump Up.

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Post by TuernRedvenom »

I'd also take Dodge. Pass is ok I guess, but I'm very sure you'll get more mileage out of dodge, especially if for the next skill you go with Guard giving you a pretty mobile assist which is great for supporting those wolves.
In my experience necro's don't really pass that much. They have enough speed to just stick to handoffs.

Leader, meh, those wights are pretty important players on the team with their reasonable AG and MA and combined with their S skill access. You need them to protect your ghouls and support your wolves with guard. Dodge keeps them alive to do this!

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Post by Leipziger »

I'd agree with Double Skulls - Leader gives you that extra bit of security and you won't use pass very much.

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Post by kithor2002 »

Dodge or jump up for the Whight. The St increase was the right and only choice. :wink:

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Post by stormmaster1 »

dodge, jump up or side step imo. but if you want to have passing options then get pass. don't rely on outpassing teams, but some extra options makes life more interesting.

I don't play necros that much, but you need to consider how you use your wights. If you want a passer then you know what skill to get. If you want someone in the thick of the action then side step or jump up. If you want a speedy blitzer then go dodge or sure feet.

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Post by DamianTheLost »

I turned a wight a blodge/tackler and sure he is great, but if I could change back i'd make him a side step/guard guy because you need more strength on the team than i s available already. For the Ghoul ST. is great, though a block/guard golem is what you need with stand firm. Jump up/pass/Leader are all wastes IMO. I have four RR after sixteen games but I did fine with two. Don't pass the ball to much, run the ball and make sure blocks and blitzes and get sure hands on a ghoul and you really don't need that many. Besides you get plenty money later. I have like 400k in the bank ATM ;-)

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Post by Aksho »

With no Ghouls jet the only choice I can see here is Dodge.

St+1 for the Fleshgolem is a gift!!!

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Post by Cephalopod »

Heya, and thanks for the replies.

Unfortunately, I only got to see a couple before my next game when I had to choose, so I selected Pass, but it served me well and allowed me to pull off a two turn score for the win against Lizardmen (literally, the reroll on the pass got the ball where it needed to be. I botched the first pickup, so I absolutely had to get a long pass to a werewolf, who then bulldozed a skink to get into the endzone!). I purchased a Ghoul with the winnings as well, so I think I'll have a handy catcher in a couple of games. That wight is also one CAS away from his second roll now, so perhaps I'll score big time and get another doubles... or not, but I can dream. :D

The Flesh Golem is now a BEAST :o. He was slapping aside any skink that got too close, and the Sauri didn't stand a chance. His legend is already beginning around here, so hopefully he'll last long enough to get that second skill (block, methinks :D).

Again, thank you for the advice. I will certainly try to apply it as my league develops.

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