Page 1 of 2

Choosing inducements and skills for Necro against Norse

Posted: Wed Dec 24, 2008 12:34 am
by Gekko
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!

Posted: Wed Dec 24, 2008 1:26 am
by Digger Goreman
Three preliminary thoughts are:

1) you're gonna go down a lot to block... 2 babes to keep you outta the KO and...

2) regen will put you in the reserves and an instant return to the field at half/score.... Igor helps that....

3) you will LOVE what a halfling chef does to re-rolls... and you get to use the ones that're stolen....

Posted: Fri Dec 26, 2008 7:02 pm
by Smeborg
Strip Ball looks a good skill to choose if your opponent does not have Sure Hands.

It could be a game breaker, actually.

A Dirty Player and a Bribe or two could also work wonders against AV7.

Hope this helps.

Posted: Tue Dec 30, 2008 9:30 pm
by Gekko
Thanks for the comments!

I'm in no doubt that a Masterchef is nice to have, the question is if he's worth giving up a Ghoul and other inducements for.

Getting a Mercenary Ghoul with Strip Ball is an interesting idea I haven't thought about, although I have a hard time seeing how I should be able to get through to his ball carrier.

Any thoughts on skill choices for the Flesh Golems or other suggetions?

Posted: Tue Dec 30, 2008 10:56 pm
by Digger Goreman
Since long-term is a no-go, then definitely Block.... Secondary considerations to Mighty Blow....

Posted: Wed Dec 31, 2008 4:17 am
by Smeborg
If you give Block to your Flesh Golem, and hire a Flesh Golem also with Block, that makes a useful defensive pair. As your opponent does not have Juggernaut, he has no easy counter to the Block/Stand Firm combination.

Hope this helps.

Posted: Wed Dec 31, 2008 11:22 am
by voyagers_uk
I am not sure what to say , the Chef is worth it if he works....

The Golems + Block are no real issue for this Norse side with 1St5 2St4, 2 Dauntless and 3 guard players. Your pivot will be going down a lot.

were I you I would get the chef and some zombie mercs with DP.

Posted: Wed Dec 31, 2008 11:50 am
by s031720
Norse is one of those teams that just dosent get that hurt by removing their RRs.

Against Slann, Vamps, Ogres the chef is almost always worth it. Chaos, Dark Elves, Lizzies are often vunerable against this aswell. But against most other teams other inducements are often better.

Against a team like norse chief is rather useless. (as an aggressive skill, denying them their RR. Ofcourse, getting more RRs will improve your own game and might be worth it thus.).

I wouldnt go chef against norse. Thats 300k inducements you can spend otherwise, for instance a chainsaw starplayer will break through that AV 7. Add in a few bribes, Igor and maybe an extra RR and your good to go.

Edit:
Example 1:
2 Zombies with DP = 240
2 Bribes = 340
Hackenslash = 430

Example 2:
1 Zombie with DP = 120
2 Bribes = 220
Hackenslash = 310
RR or Igor = 410

Edit:
Ok, just saw your houserules.

Posted: Wed Dec 31, 2008 12:01 pm
by Gekko
I chainsaw would indeed be nice, but no star players are allowed in this league...

Edit: Just saw your edit... :-)

Posted: Wed Dec 31, 2008 12:04 pm
by s031720
Yes noticed, its a shame.

Well, how about:

Flesh Golem with MB = 190k
2 Zombies with DP = 240k

Total of 430.

Posted: Wed Dec 31, 2008 5:33 pm
by Smeborg
The Chef might indeed be an excellent option, given that your opponent does not even have Sure Hands.

The problem is that you need at least 13 players to stand a chance in this match.

I guess a Chef plus 2 rookie Zombies (total 440,000) is worth considering.

Hope this helps.

Posted: Wed Dec 31, 2008 9:03 pm
by mattgslater
Are you playing with 100k or 110k Golems?

If you don't want to keep the team, this is what I'd do:

1) Get Block on the Golem.
2) Fire the -MA Ghoul and get a JM Zombie and 480k handicap.
3) At 100k Golem, get a Ghoul w/Wrestle, a Golem w/Block, a Babe and Igor.
4) At 110k Golem, drop Igor for a second Babe, or drop the Ghoul w/Wrestle and Igor for two Zombies with Block for the line. That's 14 guys, letting you foul at will.

Whatever you do, don't put the Golems on the LOS while there is still a Snow Troll. If you get a Zombie able to foul the ST at a 5+ or 6+, fire away. Then you can stick the Golems on the LOS.

Posted: Sat Jan 03, 2009 12:05 am
by Gekko
Thanks for the comments; I apologize for the slow reply, had a few failed regeneration rolls following New Year’s Eve... I should of course have mentioned in my first post that we follow LRB5 + the 2008 rules review and therefore work with 100k Flesh Golems. I also forgot to mention that I have 90k in the treasury, so I could actually replace the crippled Ghoul.

Posted: Sat Jan 03, 2009 2:08 am
by mattgslater
In a league I'd replace the Ghoul promptly. But if this is your last game or whatever, don't bother... unless the math comes out nice.

Hmmm... 450 vs. 480.

Either way, the FG is 180, and is a no-brainer. So that's 270 vs. 300. 300 is Igor, a Babe and a Ghoul with a Skill. 270 is Igor, a Babe and one Zombie with a skill.

Yeah, given the circumstances it's a wash. So buy the Ghoul, 'cause when in doubt you should act like you mean to carry through. If nothing else, this gives you the ability to surprise yourself if things start working out.

Posted: Sat Jan 03, 2009 12:05 pm
by Halskov1
It seems that the Norse team has you beat both in muscle and finesse, but there are ways to remedy that.

Have you considered going all in?

Get Multiple Block on both the regular FG and the merc and Diving Catch on the Ghoul merc!

A bold move, even slightly desperate, but it just might give you the edge you need if you roll the dice right. It certainly would give you the chance to attempt some memorable plays.

Kind regards,

Halskov1
(Coach of the Norse team in question)