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Questions about Necro Tournament team

Posted: Thu Jun 19, 2008 12:57 am
by Grendel
Gentlemen

Going to a tournament next weekend. And I was thinking about bringing my Necromantic Undead team. 1 000 000 gc to start with. I am usually playing long leagues, so I am not used to the set up.

Currently I have
2 Ghouls
2 Wights
2 Werewolves
5 Zombies
3 Rerolls
3 FF

Three games will be played. 2 normal skills after the first game, 1 normal and 1 doubles skill after the second.

Now my questions are:
1. I could replace the Ghouls with 2 Flesh Golems and only have 2 RRs. Would you go for the faster version (as posted) or the slightly stronger but slower version with the Golems?
2. What skills should I take? I was thinking about giving Sure Hands to the Werewolves after the first game, but I am stumped for the second set of skills. How about Pass for a Ghoul?
3. Or should I use completely different skills. What about Tackle for the Wights instead? I could also go for dauntless if there are too many big guys around.

Alternatively I could go for a Chaos Pact (my only other team in decent enough shape. Any hints regarding those guys in tournaments?

EDIT: for better understanding of the questions.

Posted: Thu Jun 19, 2008 9:36 am
by PubBowler
I'd go with your roster but swap the 2 of the FF for AC & Cl.

As for skills:

Block for Both WW after the 1st.
Guard on both Wights after the 2nd.

If this is a NAF tournie, Chaos Pact are probably out...

Posted: Thu Jun 19, 2008 10:02 am
by Kheldar
PubBowler wrote:I'd go with your roster but swap the 2 of the FF for AC & Cl.

As for skills:

Block for Both WW after the 1st.
Guard on both Wights after the 2nd.

If this is a NAF tournie, Chaos Pact are probably out...
Depends on which opponents are in the tourney. If there is a lot of strong teams take guard on the wights. Against lot of dodge tackle and frenzy.

Against lot of agility without dodge. Take only frenzy.

Block on the weres is a important. So directly after game 1.

Posted: Thu Jun 19, 2008 12:20 pm
by Grendel
PubBowler wrote:I'd go with your roster but swap the 2 of the FF for AC & Cl.
ok.
PubBowler wrote: Block for Both WW after the 1st.
Guard on both Wights after the 2nd.
Kheldar wrote: Block on the weres is a important. So directly after game 1.
Well I guess I'll go for block on the Werewolves after all. :lol:

And then I'll see what my opponent in Game three will be and then I can decide to go for either tackle or guard or frenzy on the Wights.

PubBowler wrote: If this is a NAF tournie, Chaos Pact are probably out...
Not a NAF tournament (I guess), at least the email said that Chaos Pacts are ok.

Posted: Thu Jun 19, 2008 12:27 pm
by PubBowler
Grendel wrote: And then I'll see what my opponent in Game three will be and then I can decide to go for either tackle or guard or frenzy on the Wights.
It would be an unusual tournie that let you see the schedule before making your choice.

Generally you award the skills post game with your previous opponent as your witness.

And this is another reason to take Guard as it's useful against everyone.

Posted: Thu Jun 19, 2008 1:34 pm
by Grendel
PubBowler wrote:
Grendel wrote: And then I'll see what my opponent in Game three will be and then I can decide to go for either tackle or guard or frenzy on the Wights.
It would be an unusual tournie that let you see the schedule before making your choice.

Generally you award the skills post game with your previous opponent as your witness.

And this is another reason to take Guard as it's useful against everyone.
It says in their email that you can chose the skills after you see who you are playing next ( I found that kind of strange, too):
...
Rules: The Rule Set will be Living Rule Book 5.0, with the addition of the latest MBBL teams: Amazonian, Brettonian, Khemri, Chaos Pact, Slann, Underworld, and Necromantic. (note: if you prefer to play the LRB 5.0 rules for Khemri or Necro, feel free, but no mixing and matching!)
...
After each game, rosters are reset, players are healed/resurrected, and after your opponent is known, skills are chosen. After the first game, 2 players may be given a normal skill. After the second game, 1 player may be given a normal skill, and one may be given a doubles skill. (If you choose to give your doubles to a player with Loner, you forfeit the normal skill). No player may be given more than one skill. Once a skill is assigned, that player retains that skill for the rest of the tournament.
...
So I guess we'll see how they play it on the day. But I guess I can chose my skills before game two and three as opposed to after game one and two.

And thanks for the help.

Posted: Thu Jun 19, 2008 5:04 pm
by ngoike
I agree with the original roster choice, changing out FF as you want.

Block has to be picked up for the wolves first. On the second set, giving dodge to one of the wolves is something I would consider as well.

Scratch that, just saw, only one skill per player.

Giving guard or tackle to the wights is the right call then.

Posted: Thu Jun 19, 2008 7:00 pm
by mattgslater
In a tourney, having 2x WW isn't as critical as it is in a league, esp. against faster opponents. Not that I'm saying "take just one," but rather "if you love FGs, this is the format and you can sacrifice a WW for your second FG no problem," while in a league, I'd think you crazy if you did that.

Posted: Fri Jun 20, 2008 4:49 am
by Grendel
On one hand I love the Flesh Golem Models (I have one new one and the Old Frank N. Stein) and they are awesome on defense with their "Stand Firm Skill".
On the other hand I think they will slow me down. I want to be more aggressive.

Posted: Fri Jun 20, 2008 7:23 pm
by PubBowler
Flesh Golums are too pricey for all but the longest of leagues.
They are a tournie no-no.

Even more so as you'd have to give up skilling your WW & Wights to give them Guard.

Posted: Sun Jul 06, 2008 10:13 pm
by duttydave
How did you do in the Tournament Grendel?

I'm interested as I'm planning on taking a Necro Team to a 110 tournament in a couple of weeks. I've not used them before but have played against them.

My proposed roster is:

1 Flesh Golem, 2 WWolves, 2 Ghouls, 2 Wights, 5 Zombies and 3 Re-Rolls.

I have read a lot of the debates on this forum regarding the FG but, as it's a 110 tourney, I can afford to take at least one. I love the Frankie model so do not want to leave him at home.

The tourney structure allows one Normal skill to be picked before each of the 6 games. I intend to take Guard on the FG and Block on each of the WWolves. I then may take either Block on the Ghouls or Guard on the Wights. I am still undecided as to the final skill selection or the order.

Any constructive criticism or advice appreciated.

Posted: Sun Jul 06, 2008 10:57 pm
by Grendel
duttydave wrote:How did you do in the Tournament Grendel?
I got my butt kicked. I lost all 3 games I played.

I had the most atrocious bad luck when it came to dice rolling. The team without Flesh Gholems works just fine, it just seems that my guys were incapable of doing anything involving a ball. :)

But I did win best painted :D

Posted: Mon Jul 07, 2008 10:13 am
by PubBowler
duttydave wrote: My proposed roster is:

1 Flesh Golem, 2 WWolves, 2 Ghouls, 2 Wights, 5 Zombies and 3 Re-Rolls.

I have read a lot of the debates on this forum regarding the FG but, as it's a 110 tourney, I can afford to take at least one. I love the Frankie model so do not want to leave him at home.

The tourney structure allows one Normal skill to be picked before each of the 6 games. I intend to take Guard on the FG and Block on each of the WWolves. I then may take either Block on the Ghouls or Guard on the Wights. I am still undecided as to the final skill selection or the order.
I assume you won't drop the FG so your first skill picks make sense.

Guard on the Wights is a must in my book and would push Wrestle on a Ghoul before them.

Nearly as good as Block at defending the Ghoul but gives you someone to take down Blodgers as you won't have Tackle.

Posted: Mon Jul 07, 2008 5:06 pm
by duttydave
PubBowler wrote:I assume you won't drop the FG so your first skill picks make sense.
I do want to take a Golem but am open to persuasion otherwise. Grendel did OK without one and it seems a good number of you more experienced coaches do not like the FG in a Tournament Roster.

The 110 roster I've seen on other threads without the FG goes something like 2 WWolves, 2 Wights, 2 Ghouls, 8 Zombies and 3 Re-Rolls. If I take this roster then my skills would be Block on both Wolves, Guard on both Wights and then Wrestle on one Ghoul and something else on the other.

On offence I would most likely put 3 or 4 Zombies on the LOS with the Wolves and Wights on the Flanks. I'd leave the Ghouls fairly deep to pick up the ball. On defence, I'd similarly have 3 or 4 Zombies on the LOS and a couple near the flanks then try to get the Wolves and Wights into the opponents half to pressurise the ball carrier.

How do you other coaches play with this line up?

Posted: Mon Jul 07, 2008 5:25 pm
by Grendel
duttydave wrote: The 110 roster I've seen on other threads without the FG goes something like 2 WWolves, 2 Wights, 2 Ghouls, 8 Zombies and 3 Re-Rolls. If I take this roster then my skills would be Block on both Wolves, Guard on both Wights and then Wrestle on one Ghoul and something else on the other.
I would drop Zombies for another RR.

Also think aout getting tackle on the Wights if you face a lot of Blodgers (or Amazon teams and such).