Zombies vs Golems on a Necromantic team
Posted: Thu Dec 13, 2007 5:59 pm
I've run a couple Necromantic teams under LRB5, and also the proposed rules changes. As I've learned how to play this team again, I now find myself not taking flesh golems. Instead I use zombies, they do the job and keep my team value low, obviously helping with inducements.
This is my current preferred starting roster:
2 Werewolves 240,000
2 Wights 180,000
1 Ghouls 70,000
7 Zombies 280,000
3 rerolls 210,000
20,000 left over for FF, AC, or CL
Zombies cost 60-70k less then flesh golems. They are just as mobile and agile as flesh golems, in that neither piece is much of either. But they have Str 3, AV 8 and Regen, which makes them solid linemen, that you don't have to care about losing. Plus they are cheap enough that you can start with 12 players, and 3 rerolls.
Flesh golems add STR and AV, and some skills. The added STR is nice, but I don't find that I miss it much. Bashing teams ignore it for the most part. Orcs have more black orcs, Lizards have more saurus and mummies bash better. Against finesse teams, flesh golems have never dominated much. They are still very slow and there are only 2 of them, so the opposing team can simply avoid them as much as possible. Similar to how teams play against Undead, except that mummies do more damage when they blitz because they have STR 5 and mighty blow. On Necro I'd rather use my blitz action on wights or werewolves.
As for the skills they add, thick skull and the extra point of AV do make them a very sturdy player. But since I can afford 2 zombies for much less than 1 flesh golem, I don't find I need the added reliability. Once I have the other 6 positionals, I can fill up on cheap zombies, this keeps 11 men on the field and my TV low. Stand firm is an OK skill, less useful in LRB5 since you can't use it to try to make the golems more mobile, now they are just as difficult to move out of a tackle zone as zombies. The biggest advantage the golems have, is access to S skills. Guard and might blow are both nice additions to your line, but golems take so long to develop and you rarely start with 2 of them. With all zombies you see more doubles, allowing you to hopefully get guard on a couple of them. In my experience, I'd take a zombie with guard over an unskilled golem any day, and the zombie adds only half the TV!
What it's all come down to is that golems don't add enough for their cost. They don't help the team play better in the matches where I think they need the most help ( Elves ), and they don't help the team stand up to bashing teams any better than a line of zombies.
I'm curious what other coaches have found under LRB5. Are golems an integral part of your game plan with Necromantic?
This is my current preferred starting roster:
2 Werewolves 240,000
2 Wights 180,000
1 Ghouls 70,000
7 Zombies 280,000
3 rerolls 210,000
20,000 left over for FF, AC, or CL
Zombies cost 60-70k less then flesh golems. They are just as mobile and agile as flesh golems, in that neither piece is much of either. But they have Str 3, AV 8 and Regen, which makes them solid linemen, that you don't have to care about losing. Plus they are cheap enough that you can start with 12 players, and 3 rerolls.
Flesh golems add STR and AV, and some skills. The added STR is nice, but I don't find that I miss it much. Bashing teams ignore it for the most part. Orcs have more black orcs, Lizards have more saurus and mummies bash better. Against finesse teams, flesh golems have never dominated much. They are still very slow and there are only 2 of them, so the opposing team can simply avoid them as much as possible. Similar to how teams play against Undead, except that mummies do more damage when they blitz because they have STR 5 and mighty blow. On Necro I'd rather use my blitz action on wights or werewolves.
As for the skills they add, thick skull and the extra point of AV do make them a very sturdy player. But since I can afford 2 zombies for much less than 1 flesh golem, I don't find I need the added reliability. Once I have the other 6 positionals, I can fill up on cheap zombies, this keeps 11 men on the field and my TV low. Stand firm is an OK skill, less useful in LRB5 since you can't use it to try to make the golems more mobile, now they are just as difficult to move out of a tackle zone as zombies. The biggest advantage the golems have, is access to S skills. Guard and might blow are both nice additions to your line, but golems take so long to develop and you rarely start with 2 of them. With all zombies you see more doubles, allowing you to hopefully get guard on a couple of them. In my experience, I'd take a zombie with guard over an unskilled golem any day, and the zombie adds only half the TV!
What it's all come down to is that golems don't add enough for their cost. They don't help the team play better in the matches where I think they need the most help ( Elves ), and they don't help the team stand up to bashing teams any better than a line of zombies.
I'm curious what other coaches have found under LRB5. Are golems an integral part of your game plan with Necromantic?