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all krox/saurii starting lizards - insane, or genius?
Posted: Fri Sep 05, 2008 4:54 pm
by oryxwild
having played an all saurii/krox team in lrb4 on fumbbl, I can say it is a blast, and skills up the saurii quite quickly. Furthermore, looking at what I'd like for my roster around tv 150 and 175, I really don't want any advancements on skinks unless it's sure hands, or agi.
so here is my crazy plan!
I am going to start with 6 saurii and a krox, fire all the excess skinks, and use the inducements to hire helmut wulf and hemlock, or star player cards, in the hopes that a saurii or the krox will get the mvp every single game for the first season.
I'm not worried about losing.
teams in the league:
flings
dark elves
khemri (new player)
dwarves (new player)
chaos
norse
skaven (new player)
wood elves
I plan to rehire skinks once I have saurii with at least two skills each.
Am I totally nuts? is this plan completely stupid? What parts are most likely to fail?
Re: starting lizards
Posted: Fri Sep 05, 2008 5:03 pm
by DDogwood
oryxwild wrote:Am I totally nuts? is this plan completely stupid? What parts are most likely to fail?
It's definitely a new approach to me. I think the major challenge you will face is only starting with 2 rerolls on a team with seven AG1 players. Most opponents will be able to tie up all of your players, and still have 4 players left over to grab the ball and protect it or gang up on your ST4 and ST5 players. Having a couple of Star Players will help, but you'll still be outnumbered most of the time.
You will earn all of your SPPs on the Saurus and Krox, but you will be giving up a lot of Cas and TD points in return. I'm not sure if you'll come out ahead. It sounds like it would be fun to try, though.
Posted: Fri Sep 05, 2008 6:42 pm
by oryxwild
on fumbbl, it's worked out great - although, I avoid players who foul excessively, since I can't reply in kind nor can I really protect key players easily, and while 7 players isn't much, 7 players with str4+ is hard to keep knocked over if you're also chasing the ball.
The advantage is dual fold: I usually get about 40 or 50 blocks per game, which is good, and although I've only actually won 1 game since I fired all the skinks, I have scored td's in several of the games - all with saurii!
With inducements, I think that my chances to do well increase a lot; chainsaws are quite deadly at low tr I think, and a blodging, jump up, sidestepping star (hemlock) is a hard scorer to stop without tackle (and with the possibility of a saurus cage - which gives me more blocks!).
Of course, on fumbbl I get to pick my opponents - that changes things a lot I'm sure.
anyway, thanks for the feedback. if anyone is curious, here's my fumbbl team:
http://fumbbl.com/FUMBBL.php?page=team& ... _id=305300
Posted: Fri Sep 05, 2008 10:39 pm
by grampyseer
I can see that you're skilling your saurii well, but to what end?
If you've played 18 games as "development" and are currently running a negative touchdown differential, the argument about it being effective is already over.
That being said, If the roster is fun....give er!!
There's no statistic for enjoyment, and having fun is the ONLY reason to play.
Good luck

Posted: Fri Sep 05, 2008 10:57 pm
by oryxwild
granted grampyseer - although keep in mind that prior to firing the skinks, I played 5 games, 2 of which I won. In the fifth game, I lost a krox to a fouling rip on turn 13 when I was behind 2-0 and undermanned, and my apo failed. My saurii had developed very little at this point, and I fired the one that had break tackle only, and lost a block saurii in the next game.
So, essentially, I'd say it's more like 12 or 13 games, and I'd have bought skinks earlier, but wiith no schedule or time limits in fumbbl, I'm not at all impatient. While pro lizardmen may have no trouble maintaining a winning record for the first 12 or 13 games, I have read (and believe) that around tr 150 or 160, if your saurii are not well on their way to full development, they'll wilt under the pressure of bashing teams. If you keep your TV low, you'll always be able to afford star players - players to throw in the way of foulers and killing machines, and silibilly is a decently developed saurus in his own right.
In the end, the all saurii/krox team was just for fun. I got sick of losing when I expected to win - I don't expect to win with just krox/saurii. I also hope to learn how to play when I'm 4 men down, and I hope that whne I rehire my skinks, I won't depend on them to make the team a success.
and it is a lot of fun, regardless of other factors.
So the advantage of waiting is that by the time you are "on equal footing" with other bashing teams, you'll be prepared to take them on. If your skinks do all the scoring and get plenty of mvp's, things might be a little different...
p.s. part of it is that I'm just bad. most of my teams have a negative td count, even my elves are usually negative or at least close to 0. Some things aren't race-specific - including my suckage.
Posted: Mon Sep 08, 2008 8:58 pm
by Wylder
Even assuming you do this, how do you expect to win at TR150+ with no skills whatsoever on your skinks?
Posted: Mon Sep 08, 2008 10:47 pm
by SillySod
Wylder wrote:Even assuming you do this, how do you expect to win at TR150+ with no skills whatsoever on your skinks?
Easily. This almost certainly isnt an optimum tactic but the goal he's aiming for is pretty desirable. Skinks with sidestep or DT are nice but nowhere near as influential to your team as skilled saurus.
Posted: Mon Sep 08, 2008 11:52 pm
by DoubleSkulls
Wylder wrote:Even assuming you do this, how do you expect to win at TR150+ with no skills whatsoever on your skinks?
Given the attrition on skinks, isn't this a fairly common occurrence for lizard teams at high TVs?
Posted: Tue Sep 09, 2008 1:57 am
by Jural
AG 4 skinks are game breakers. Strength 3 skinks are game breakers. Movement 10 skinks are game breakers.
Other than that, a skink is a skink. Hope to have a few Sure Hands, or Catch, Side Step, Diving Tackle skinks around, but don't cry if you don't.
Posted: Wed Sep 10, 2008 3:10 am
by landrover
I forgot to ask when I first read this thread.
Is this a poll as to whether or not you are mad or genius?
I'd personally go with mad given the AG2 situation.

Posted: Wed Sep 10, 2008 3:14 am
by Craigtw
landrover wrote:I forgot to ask when I first read this thread.
Is this a poll as to whether or not you are mad or genius?
I'd personally go with mad given the AG2 situation.

Don't you mean the AG
1 situation?

Posted: Wed Sep 10, 2008 10:42 am
by Marlow
I do not think I would fire the Skinks but my plan with Lizards is to score with the Saurus and use the Skinks for tie up/fouling - Give them Diving Tackle, Side Step and Wrestle or DP on Doubles.
Re: all krox/saurii starting lizards - insane, or genius?
Posted: Wed Sep 10, 2008 4:04 pm
by Quadrasonic
oryxwild wrote:
I am going to start with 6 saurii and a krox, fire all the excess skinks, and use the inducements to hire helmut wulf and hemlock, or star player cards, in the hopes that a saurii or the krox will get the mvp every single game for the first season.
The star players you hire each game will probably be dealing more casualties and scoring more TDs than the rest of your team. And remember that in LRB5 star players can steal your MVPs.
I beleive that firing all your skinks will only keep you from winning games. If you want to skill up your Sauri and Kroxigor quickly, hand them the ball once in a while. With a re-roll in hand you will have a better than 50% chance that he holds onto it.
My Lizardmen are currently TV 2,060,000 and have a W/T/L record of 19/3/2 in league of more than 16 coaches. So take heart.
Re: all krox/saurii starting lizards - insane, or genius?
Posted: Thu Sep 11, 2008 2:33 am
by Storch
Quadrasonic wrote:
I beleive that firing all your skinks will only keep you from winning games. If you want to skill up your Sauri and Kroxigor quickly, hand them the ball once in a while. With a re-roll in hand you will have a better than 50% chance that he holds onto it.
Umm, not if you are using fair dice. At AG1, there is a 1 in 6 chance of handing them the ball successfully. With a reroll, that jumps to a whopping 11/36, or just under the odds for and AG2 player to pick up the ball.
In other words, it's a great way to burn a reroll and end a drive, but I surely wouldn't count on it for anything more, even occasionally.
Re: all krox/saurii starting lizards - insane, or genius?
Posted: Thu Sep 11, 2008 3:12 am
by Quadrasonic
Storch wrote:Umm, not if you are using fair dice. At AG1, there is a 1 in 6 chance of handing them the ball successfully. With a reroll, that jumps to a whopping 11/36, or just under the odds for and AG2 player to pick up the ball.
In other words, it's a great way to burn a reroll and end a drive, but I surely wouldn't count on it for anything more, even occasionally.
You are forgetting the +1 to all pick-up and hand-off catching rolls.