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Skill advice on developed Necros!

Posted: Thu Jul 17, 2008 9:22 am
by Gogore
Hi all!

I am new to this forum and spent some time reading first. This is my first post and I got a question about my Necro team. Played them for 3 seasons now with a performance slightly above average and they have some really cool upgrades but now I am at a point where I don`t really know what to do with them. Only thing I want is, as there are just 2 of each positional, to develop them differently.

The team:

WW1: Block, Dodge, Side Step, Catch
WW2: ST+1, Block, Tackle, Side Step

Ghoul1: ST+1, MA+1, Block, Side Step, Sure Hands
Ghoul2: Block

Wight1: MA+2, Guard
Wight2: Guard

FG1: Block, Mighty Blow, Tackle
FG2: Block

The Zombies are a mix of Block/Tackle and Wrestle/Dirty Player. No Zombie in this team has ever made it to Emerging star status so far, so forget them.

Any ideas?

PS: It is my first post in English, sorry if it sometimes sounds a little strange for you :wink:

Posted: Thu Jul 17, 2008 3:46 pm
by Rituro
Do you have a Kick zombie? That'd be the first thing I'd look into.

Good googa mooga, that's a lot of stat increases. :o "Slightly above average", indeed!

With Werewolf #2, Shadowing might be a fun skill if you can get the roll for it. Having a +ST Tackle machine chasing down enemy dodgers would drive finesse teams bonkers.

Here's a thought: Werewolf #1 gets Diving Catch (again, needs a good roll), Ghoul #2 gets Sure Hands, Pass and Accurate. Now you have a ghoul to start the running plays and a ghoul to start the passing plays, with a scary receiver in the backfield.

Wight #2: Mighty Blow/Piling On seems to be the go-to option with only one skill-up on him. Wight #1... geeze, what do you do with a speedy wight? (Personally, I would've taken the +AV, but that's beside the point.) Frenzy, perhaps?

Flesh Golems... Multiblock could be interesting if the wights are there to lend a hand.


Hope those random thoughts help!

Posted: Thu Jul 17, 2008 4:12 pm
by whitetiger
Wolve #2 should get mighty blow to go with his claws. Break armour on a 7 die roll. Ouch.

Diving catch on Wolve #1 would be good. Sure feet or sprint would also do it good.

I agree on the ghouls. One to pass, the other to run.

I'd turn that speedy wight into an elf catcher. As is, catch and pummel elves. Give him tackle and shadowing. Then stick him on anybody that comes through the line. Or, stick him into their backfield and onto their thrower.

I'd just develope both Golems into beat down artists. Mighty BLow, stand firm, all that.

Posted: Thu Jul 17, 2008 5:14 pm
by ngoike
Since you already added catch to one WW1, you may want to consider developing Ghoul2 with pass and sure hands.

Either WW1 or WW2 could use mighty blow, WW2 could still use dodge as well.

The Wights could use mighty blow or tackle depending on your league.

FGs ould use guard as well, to help out the zombies a bit more.

Get a Zombie kick if you haven't already. Your +2 MA Wight and your Wolves could put a serious threat on getting to the ball first in your opponents backfield.

Posted: Thu Jul 17, 2008 11:06 pm
by Gogore
Okay, first of all, thanx for your thoughts!

Diving Catch on WW1 and Shadowing on WW2 are Skills I never have thought about before because they are kind of special. But looking at both wolves with these skills in the future, maybe it's worth a try. At least one of them will get MB on a double, but I also have the NoS-option on WW1 then.

For Ghoul1, I totally cannot imagine which skill to take. Help me, this sixth skillroll isn' that far away. What would you say to Break Tackle on a double? Pass on Ghoul2 would be cool, but it's also a double. I tend to develop him more defensive at first, skill like Diving Tackle or Fend or Side Step or Strip Ball or Tackle...I don't know.

What about Strip Ball on Wight1? Or should I develop him more offensive due to the MA+2. Double choice will probably be between Dodge and Side Step. MB sounds good for Wight2, a friend of mine suggested to convert him to a Thrower on doubles instead. What do you mean?

Skill choice regarding the Flesh Golems is very simple compared to the rest. Are there some double choices other than Dodge or Jump Up which make sense?

Oh, and yes, I have a Kick-Zombie, but he's totally useless. I want him to die becaue since he got Kick, nothing happened anymore. Thought of giving the first Zombie to reach 31 Spp Kick as a kind of reward for surviving so long.


Anyway, please don't stop giving me some things to think about.


:smoking: Gogore :smoking:

Posted: Thu Jul 17, 2008 11:28 pm
by Rituro
Gogore wrote:For Ghoul1, I totally cannot imagine which skill to take. Help me, this sixth skillroll isn' that far away. What would you say to Break Tackle on a double?
Hm. I'm not exactly sold on the idea of using a skill-up to help your Dodge roll, but it does have potential. Strip Ball would be nice to go with his +MA/+ST; makes him a deadly ball-hunter who can knock the ball free, then pick it up with a re-roll.
Gogore wrote:What about Strip Ball on Wight1? Or should I develop him more offensive due to the MA+2. Double choice will probably be between Dodge and Side Step. MB sounds good for Wight2, a friend of mine suggested to convert him to a Thrower on doubles instead.
Turning a wight into a thrower seems like a waste of a very reliable shock troop. Strip Ball + Tackle on the +MA wight would be, as has been alluded to, the bane of elves and small people everywhere. :D
Gogore wrote:Oh, and yes, I have a Kick-Zombie, but he's totally useless. I want him to die becaue since he got Kick, nothing happened anymore. Thought of giving the first Zombie to reach 31 Spp Kick as a kind of reward for surviving so long.
:o Buh?! So you have a Kick zombie and you want him to die?! First of all, he's already dead, so no dice there (:wink:); secondly, he's on defense to begin the drive anyway, why not play him deep as a sweeper near the wide zone? You can use him in tandem with a ghoul/wight to pick on receivers and other eager-beavers in hopes of a CAS. (You could also put him on the LOS on offence, hope for a touchback and cage around him for six turns to get a TD. Either way, really. :wink:)

Posted: Fri Jul 18, 2008 5:08 am
by whitetiger
I'd give ghoul #1 dodge. It'll help on defense to keep him on his feet and he can use that skill to get away from other players.

ghoul #2 I'd still try to turn into a ballhandler-passer.

Shadowing is a great skill for a fast player to have. He can get on an opponant and they can't shake him. If they try hard enough, they will eventually fail and have a turnover. It would be a great skill for one of your wolves or that +2 MA wight. If you combine shadowing with tackle, it's really nasty.

I'd ignore doubles on the golems until after they have block, mighty blow and standfirm or guard. after that, jump up is a good one for them.

Posted: Fri Jul 18, 2008 10:31 am
by PubBowler
whitetiger wrote: I'd give ghoul #1 dodge. It'll help on defense to keep him on his feet and he can use that skill to get away from other players.
Ghouls start with Dodge...
gogore wrote: For Ghoul1, I totally cannot imagine which skill to take. Help me, this sixth skillroll isn' that far away. What would you say to Break Tackle on a double? Pass on Ghoul2 would be cool, but it's also a double. I tend to develop him more defensive at first, skill like Diving Tackle or Fend or Side Step or Strip Ball or Tackle...I don't know.
ST4 MA8 with Blodge & Side Step.
THis guys needs Frenzy.

Posted: Fri Jul 18, 2008 2:54 pm
by whitetiger
Duh, forgot. Then I wouldn't bother with break tackle. On a double give him Mighty blow, on a normal roll you could give him frenzy, tackle or jump up. And I think I'd lean toward frenzy.

Posted: Fri Jul 18, 2008 8:03 pm
by Rituro
PubBowler wrote:ST4 MA8 with Blodge & Side Step.
THis guys needs Frenzy.
Absolutely. Great call.

Posted: Sat Jul 19, 2008 11:30 am
by Gogore
A lot to read and a lot to think about! There were some suggestions I never had in mind so let me show you my plans for at least a few of my players.

WW#1 got to have Diving Catch. Necros are not the perfect passing team, so it is good to have such a skill when a pass is inaccurate. As a double, I think NoS would be the best solution according to Frenzy. He will spend a lot of time in enemy tackle zones.

WW#2 is simple. Shadowing (My god, I love it!) and Mighty Blow.

Wight#1 will be my player hunting down the enemy ball carrier. As future skills, I thought of Strip Ball and then Juggernaut, to get that important push. On a double, Dodge may be the best choice.

Wight#2 will get Mighty Blow first, on a double Jump Up. Then I can go on with Piling On or Tackle. I want him to bath in blood.

The Necros are not the team predestined for the passing game but I agree
that one of my player needs this all-important passing reroll so Ghoul#2 will get Pass on a double. Skill shall be Sure Hands in this case, a second player with this skill isn't the wrong decision.

For these players, future development is quite clear. Thank you for your help. I'm not going to change my mind about this. Of course, if there's an additional stat increase...But we'll see.

Let's talk about Ghoul#1. Hmm...He is definitely my best player and most of the time the guy with the ball. He is AV7 and without Regenerate. In most games, especially against good coaches, he is target number 1 to get hunted down. Why the hell I should give him Frenzy. I don' want such a player to be in enemy tackle zones all the time. Don't forget, I got 2 Frenzy players already, particularly WW#2 is doing all the dirty Frenzy work.
In this team composition, Frenzy is the last skill I'd like that player to have. He is a kind of Quarterback mostly standing behind the lines and has just one skillroll left. The question is, which is the best skill to give him
for that purpose? Any further sugggestions?



:smoking: Gogore :smoking:

Posted: Sat Jul 19, 2008 4:57 pm
by Andromidius
Give Ghoul #1 Fend.

Combined with Block, Dodge, Sidestep and S4 he'll be a nightmare to get hold of!

~Andromidius

Posted: Sun Jul 20, 2008 3:42 am
by mattgslater
I'm with Andromidius. Give Ghoul #1 Fend. Or Shadowing, so you have a Blodge/SS/Shadowing MA8 player on each side.

Posted: Mon Jul 21, 2008 4:57 am
by Jural
Rituro wrote:
PubBowler wrote:ST4 MA8 with Blodge & Side Step.
THis guys needs Frenzy.
Absolutely. Great call.
On Undead, It might be a no brainer. But with 2 werewolves, one of whom is strength 4, I would at least consider other options.

For example, Diving Tackle would be flat out ridiculous... What does the Wood Elf catcher or Gutter runner who ends up in his tackle zone do? Cry?

Honestly, I'm not sure; Frenzy or Diving Tackle would be great in my book.

Posted: Mon Jul 21, 2008 5:02 am
by Jural
If Ghoul #1 is going to be a passer, I'm not sure you can make him much better without a doubles roll.

Catch, Sure Feet, and Sprint would all be fine choices, but minor upgrades at best. Pro would be situationally useful, Fend would be great when he does get hit (but side step and blodge are usually enough to protect a player that is "blitz at all costs" good... Fend isn't as useful against blitzes.)

That's the problem with Blodge side stepping +1MA, +1AG players... they are hard to make much better!