Choosing inducements and skills for Necro against Norse
Posted: Wed Dec 24, 2008 12:34 am
My Necromantic team has suffered some bad beatings including killed Flesh Golem and Zombie and a crippled Ghoul in the first three games. I’m now facing the last league game against a much stronger Norse team. I’m not likely to play with the Necromantic team again after that, so long term development is not really an important issue here. But it would be very nice to revenge the dead undead and also not to make it too easy for the Norse team...
The Norse team
Snow Troll
Ulfwerener : Block
Ulfwerener
Beserker : Mighty Blow, Guard
Beserker : Guard
Runner : Dodge
Runner : Dodge, +AG
Lineman : Guard
Lineman
Lineman
Lineman : Tackle
Lineman
Lineman : Kick
RR: 3, FF: 5, Apo: yes, TV: 153
My Necromantics
Flesh Golem : Normal skill
Wight
Wight
Werewolf : Block
Werewolf
Ghoul
Ghoul : -MA
Zombie
Zombie
Zombie
Journeyzombie : Loner
RR: 3, FF: 1, TV: 108
I therefore have 450k to shop inducements for (no wizards, star players or cards according to house rules). Getting a mercenary Flesh Golem with a skill for 180k is an obvious choice. I could also retire the injured Ghoul to get a Journeyzombie more and +30k in inducements. The Ghoul could be replaced by a mercenary Ghoul with a skill (150k) or I could get a Masterchef instead? I’m not sure if the Masterchef is worth it (have never seen him in action), but it seems to me that this Norse team is not very depending on RR’s with all the Block and AG4+dodge on the only player that is going to handle the ball (and I’ll have a hard time taking him out of the game).
If getting the mercenary FG, what skill should I choose, including the skill for the regular FG? Normally block would be an easy pick, especially on the mercenary in order to make loner less of a problem, but I’m not sure it is the right choice in this case, since it hardly gives any offensive advantage against his many block players (except lover risk of TO’s of course). I might be better off picking guard not to be dominated by his 3 guard players and big guy? Another (desperate?) option could be Mighty Blow, since I feel I really need to get a fast advantage in player numbers in order to have any chance against his team and to be able to get even close to his unstoppable AG4+Blodge Runner. And with all the AV7 players MB could actually make a difference.
If I choose the mercenary Ghoul scenario, what skill should I pick for him? That setup would also leave 150k left to spend. I could get a zombie with a skill (would be player #14), but which skill and is it really worth it for 120k? RR + Bloodweiser Babes would probably be the alternative. I don’t think Igor is good enough since the team is not likely to ever play again after this game.
As you can see there are quite a few options and decisions to make... Any suggestions are most welcome!
The Norse team
Snow Troll
Ulfwerener : Block
Ulfwerener
Beserker : Mighty Blow, Guard
Beserker : Guard
Runner : Dodge
Runner : Dodge, +AG
Lineman : Guard
Lineman
Lineman
Lineman : Tackle
Lineman
Lineman : Kick
RR: 3, FF: 5, Apo: yes, TV: 153
My Necromantics
Flesh Golem : Normal skill
Wight
Wight
Werewolf : Block
Werewolf
Ghoul
Ghoul : -MA
Zombie
Zombie
Zombie
Journeyzombie : Loner
RR: 3, FF: 1, TV: 108
I therefore have 450k to shop inducements for (no wizards, star players or cards according to house rules). Getting a mercenary Flesh Golem with a skill for 180k is an obvious choice. I could also retire the injured Ghoul to get a Journeyzombie more and +30k in inducements. The Ghoul could be replaced by a mercenary Ghoul with a skill (150k) or I could get a Masterchef instead? I’m not sure if the Masterchef is worth it (have never seen him in action), but it seems to me that this Norse team is not very depending on RR’s with all the Block and AG4+dodge on the only player that is going to handle the ball (and I’ll have a hard time taking him out of the game).
If getting the mercenary FG, what skill should I choose, including the skill for the regular FG? Normally block would be an easy pick, especially on the mercenary in order to make loner less of a problem, but I’m not sure it is the right choice in this case, since it hardly gives any offensive advantage against his many block players (except lover risk of TO’s of course). I might be better off picking guard not to be dominated by his 3 guard players and big guy? Another (desperate?) option could be Mighty Blow, since I feel I really need to get a fast advantage in player numbers in order to have any chance against his team and to be able to get even close to his unstoppable AG4+Blodge Runner. And with all the AV7 players MB could actually make a difference.
If I choose the mercenary Ghoul scenario, what skill should I pick for him? That setup would also leave 150k left to spend. I could get a zombie with a skill (would be player #14), but which skill and is it really worth it for 120k? RR + Bloodweiser Babes would probably be the alternative. I don’t think Igor is good enough since the team is not likely to ever play again after this game.
As you can see there are quite a few options and decisions to make... Any suggestions are most welcome!