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Playing against Lizardmen

Posted: Tue Jan 08, 2008 4:24 pm
by johhnytrash
The Saruses are very strong and fast for how strong they are. The skinks are super fast and with stunty and usually dodge, are really hard to stop.

What do you do? I usually get completely mowed when I play them.

Posted: Tue Jan 08, 2008 4:45 pm
by Leipziger
What team are you using Johnny? That will make it a little easier to give you advice. Also, are you playing against skilled up lizardmen or TR100?

Cheers

Leip :lol: :o :lol:

Posted: Tue Jan 08, 2008 4:48 pm
by PubBowler
You need to look at the teams weaknesses:

Low AG on the Saurus & Kroxigor

Low ST & Stunty on the Skinks

Thus pin the former and blitz the latter. Without Skinks they will struggle to move the ball and unless there has been advances invested in Break Tackle there won't be a lot of Saurus dodging plays happening.

I don't know what team you have so can't really suggest anymore but one things to watch out for is a fast cage of Skinks making a break for it (you'll need to defend deep to stop them).

Posted: Tue Jan 08, 2008 5:16 pm
by Storch
Yeah, as PubBowler said, the Sauruses are only a problem if you let them break free. If he commits them all to the line, you can just commit a couple extra guys to even out the dice. If you have Guard peppered in there, even better.

Personally, my strategy against lizards is to ignore the sauruses. Barring a miracle, they are not getting the ball and most teams are usually stacked with the full complement of sauruses as well as a kroxigor. This leaves them with precious few actual ball handlers and they are ST2 stunties. Focus on them. If you can put a few of them in the box, he will have very limited options for moving the ball and, as an added bonus, you will outnumber him on the field making the sauruses less of a threat.

Posted: Tue Jan 08, 2008 5:20 pm
by johhnytrash
I usually play humans. :)

Posted: Tue Jan 08, 2008 5:29 pm
by Darkson
Bit more info needed than that though.

Rooke team vs Rookie team?
Developed vs Rookie (either way)?
Developed vs Developed?

And if it's either 2 or 3, as much info as possible on the teams. I mean, for example, if all his Saurus have Block and Break Tackle, the advice is different than if they're unskilled.

Posted: Tue Jan 08, 2008 5:43 pm
by johhnytrash
What about 150tv vs. 150tv. The lizard men have some dodge and break tackle and block, The humans have guard and some extra blocks.

With 6 strength 4 guys running around I have a hard time getting around them to kill skinks. Especially after the first few turns when inevitably I've lost a few to casualty.

Posted: Tue Jan 08, 2008 6:11 pm
by kithor2002
Try to knock down a skink every turn- if needed foul them.
A lizardteam needs them for ballhandling.
As you didn't mention tackle it could be a bit difficult but your guard players should help you out to compensate the ST disadvantage....

Posted: Tue Jan 08, 2008 8:26 pm
by tenwit
You say "some dodge" and skinks have "usually dodge". One thing you could do to prepare for facing lizardmen is to study the roster. Skinks come with Dodge.

If you've got extra linemen that you keep as subs: field them. Use them to pin the sauruses, and don't worry about saving them. Get your block/tackle guys onto the skinks. Put TZs on loose balls. When you're playing humans, score fast, use Kick, don't let them cage. If you've got a catcher with block and/or tackle, or a blitzer with dodge and/or tackle, use them on the skinks. If you've got that catcher, then use the blitzers to tie up the sauruses that don't have block, and use the linemen to tie up with ones that do. Don't bother fielding an ogre unless he has guard or block. If you can induce a chainsaw, go mad with it.

I'm guessing here. I'm a long(ish)-time lizardman coach but I've never played against myself. The only team I've ever had difficulty with is Dark Elf, but that team is played by the best coach in the league. Stab and Shadowing distract me, but you've not going to be able to take advantage of that tactic.

Posted: Tue Jan 08, 2008 8:57 pm
by grampyseer
I like to keep a deep safety vs. the lizards. They seem to break out with a couple skinks alot of the time, so having a commited tackler that can reach your back corners is nice.

Tie the saurus up with TZ, tapdance over the skinks.......That being said, in my last game vs lizards..he scored twice with AG1 Saurus :(

Posted: Tue Jan 08, 2008 9:07 pm
by tenwit
Heh, yea, touchbacks and interceptions rule. Two of my sauruses have as many TDs as CASs :) And my krox has more TDs :) He doesn't block much, but 6MA means he gets the ball on touchbacks if there's 4+ turns left. It's the only (reliable) way he gets SPPs.

Speaking of which: if you give away a touchback and the krox or a saurus gets the ball, in my experience you're on to a loser. Keep out of the way of the ball carrier, let him score fast, and get back to a normal game. Use the two or three turns to take out skinks and keep your guys away from the sauruses. He'll probably keep a skink beside the carrier for a low-risk hand-off (I do). Blitz that guy. Block the other skinks. Don't bother tying down the heavy hitters, accept that you'll get blitzed once per turn, concentrate on surrounding a skink or two to get in a few easy blocks or fouls.

Posted: Wed Jan 09, 2008 12:11 am
by mattgslater
Defense with Humans vs. Lizardmen: Ok.

Do you have an Ogre? Leave him as a strong safety or middle linebacker. Put him where he can't get blitzed. Directly behind the lines is great. Ogres match up well against everything your opponent has.

Go for the Skinks. He can't win without them. He'll sometimes pin some of your guys down with Saurus/Krox; c'est la vie, but try to keep your guys a square away from them to deny them movement without opening up to non-blitz blocks any more than you have to (don't dodge, though, unless you have a plan and a re-roll).

Do you have a Blitzer with Tackle or Lineman with Block/Tackle? If not, develop two (preferably not your Guard guys). Leave them back in safety positions where they won't get blitzed (make 'em blitz your schmoes). Then pin them on Skinks. Until you get Tacklers, Block is, well, a start, at least.

Kick is good against Lizards. If they build a very strong side on the offense, kick shallow the other way. They've got mobility, so they can protect the ball, but they can't pass for $#*%. If they have to make a new pocket, or build a pocket and try to pick-up and hand-off to run it in, it's one more tricky percentage game to get him caught up in.

Foul foul foul! Especially against Skinks, but if it's scaly and falls down, have a Lineman ready to stomp on it at the end of the turn!

Don't commit anything but three sacrificial schmoes to the line. Huddle 'em together so he has to use Saurus to take them out.

Does he do the Side Step thing? If so, then that Tackle Blitzer should look into Grab next. That's also good for use on the offensive line (this guy gets a pass from D-line duty, of course: that's why you don't want it to be a Guard guy).

Got Catchers? Develop them with Side Step, so they can cover your Blitzer-Safeties.

You can spread out a bit more against Skinks and go to more zone coverage, but you can't deny specific squares except by occupying them outside of a Saurus' blitz-range or forcing several dodges (rather than single dodges at big penalties). That's a good argument for a deeper-than-average backfield setup against many stunty teams, but with Lizards, it just serves to bolster something you already knew.

Posted: Wed Jan 09, 2008 2:36 am
by DoubleSkulls
Good lizardman coaches often try to have a bigger Saurus cage around all the skinks to protect them.

If he doesn't do this then always mark skinks (ideally with players with block and/or tackle) and mark saurus with expendable lineman (if they've got Break tackle then don't bother unless its really important or he's out of rerolls).

Lizard teams often have few rerolls or reroll skills, so forcing them to do medium risk stuff can burn rerolls and generate turnovers.

If he cages around the skinks you will have a harder job. Keep 1~2 players back who can blitz break away skinks. Tactically look for ways to pin Saurus backwards so that he can't progress and still protect the skinks. Separating the saurus from the skinks allows you to whack skinks - removing his AG - and you should be able to stop him scoring then.

Any Ogre should be used to mark a Krox since you don't want the Krox picking on your catchers or blitzers.