Necromantic Advise
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Necromantic Advise
Hello All
Started a new league with Necromantic and I need some advice about playing them. (The entire team has Regeneration, so I'm not putting that in the skill list)
Zombie - Block 9 SPP
Zombie - 2 SPP
Zombie - 5 SPP, Niggling Injury
4 Zombies - 0 SPP
Weight - Block, Sure Hands 12 SPP
Weight - Block, Sure Hands 9 SPP
Flesh Golem - Standirm, TS 0 SPP
Flesh Golem - Standirm, TS, Block 14 SPP
Werewolf - Claws, Frenzy, Block, NEW SKILL 18 SPP
Werewolf - Claws, Frenzy, Block 11 SPP
I'm trying to develop a running team with the Weights working in a pair to carry the ball, the Werewolves being the Offensive and Defensive Blitzers, the Flesh Golems holding the line and the zombies being fill. I am really trying to play this team with out Ghouls as sort of a theme-team (They all have Regen).
1. Has anyone done this and do they have any advise.
2. What should my skill for my werewolf be. It was going to be Grab until I read that you can't combined it with Frenzy. I was thinking maybe Dodge or Tackle and possibly Catch if I need to get a handoff for a quick TD, but any suggestions are welcome. We are using LB5+ BTW.
3. Should I fire the Zombie with the Niggling Injury? With Regen I'm not to worried about him, but is he a potential TV/SPP hog that I'm just not realizing?
Started a new league with Necromantic and I need some advice about playing them. (The entire team has Regeneration, so I'm not putting that in the skill list)
Zombie - Block 9 SPP
Zombie - 2 SPP
Zombie - 5 SPP, Niggling Injury
4 Zombies - 0 SPP
Weight - Block, Sure Hands 12 SPP
Weight - Block, Sure Hands 9 SPP
Flesh Golem - Standirm, TS 0 SPP
Flesh Golem - Standirm, TS, Block 14 SPP
Werewolf - Claws, Frenzy, Block, NEW SKILL 18 SPP
Werewolf - Claws, Frenzy, Block 11 SPP
I'm trying to develop a running team with the Weights working in a pair to carry the ball, the Werewolves being the Offensive and Defensive Blitzers, the Flesh Golems holding the line and the zombies being fill. I am really trying to play this team with out Ghouls as sort of a theme-team (They all have Regen).
1. Has anyone done this and do they have any advise.
2. What should my skill for my werewolf be. It was going to be Grab until I read that you can't combined it with Frenzy. I was thinking maybe Dodge or Tackle and possibly Catch if I need to get a handoff for a quick TD, but any suggestions are welcome. We are using LB5+ BTW.
3. Should I fire the Zombie with the Niggling Injury? With Regen I'm not to worried about him, but is he a potential TV/SPP hog that I'm just not realizing?
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Re: Necromantic Advise
Werewolfs can't take Strength skills if you don't have rolled a double! If you rolled a double then take Juggernaut or Mighty Blow. Normalskill is Dodge or Tackle.bjorn9486 wrote: 2. What should my skill for my werewolf be. It was going to be Grab until I read that you can't combined it with Frenzy. I was thinking maybe Dodge or Tackle and possibly Catch if I need to get a handoff for a quick TD, but any suggestions are welcome. We are using LB5+ BTW.
5 spps is great on a zombie! Keep him, get a skill. Hope for a greatskillroll or just take Dirty Player and foul him out of danger!bjorn9486 wrote: 3. Should I fire the Zombie with the Niggling Injury? With Regen I'm not to worried about him, but is he a potential TV/SPP hog that I'm just not realizing?
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Re: Necromantic Advise
Oh yeah, with out a doubt on doubles he is getting Mighty Blow.stashman wrote: Werewolfs can't take Strength skills if you don't have rolled a double! If you rolled a double then take Juggernaut or Mighty Blow. Normalskill is Dodge or Tackle.
Forgot about side step, that would allow me to crowd surf with more reliability.Joemanji wrote:Side Step is great on a Werewolf. Lets him target the sidelines with impunity.
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- Digger Goreman
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I'd blodge with the werewolf... he'll stay alive longer....
The niggled zed is doing his job, so don't worry... I actually have a Necro team that's still sporting a twice niggled ghoul that, strangely enough, just won't die! (all the others are dropping like flies....)
With block, the niggled zed will survive longer anyway... with kick, you get a new dimension and the zed is only on the field half the time....
I always go with guard first on the wights to use in tandem with the wolves.... No doubt there is merit in your format, also....
The niggled zed is doing his job, so don't worry... I actually have a Necro team that's still sporting a twice niggled ghoul that, strangely enough, just won't die! (all the others are dropping like flies....)
With block, the niggled zed will survive longer anyway... with kick, you get a new dimension and the zed is only on the field half the time....
I always go with guard first on the wights to use in tandem with the wolves.... No doubt there is merit in your format, also....
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LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
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- Digger Goreman
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If you are going SS move straight to Diving Tackle!! If they forget about it and try to crowd surf you, they get pinned and can't dodge away easily either.Joemanji wrote:Side Step is great on a Werewolf. Lets him target the sidelines with impunity. Or Dodge.
Also makes the WW the single best marker on ball carriers in your team when you get Dodge with it all. Without Tackle the best they can do is push you around the ball carrier

The team needs Ghouls though, I really wouldn't know how to operate that team without that bit of extra speed.
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I really like the new necro team and in LRB6 it gets better. Golems at 100K
WW: block, dodge, side, tackle/diving tackle mighty blow
Golems: block, guard, mighty blow, diving tackle
Wights: guard, mighty blow, tackle
no ghouls, shame. They are great with just 1 skill. Block
zombies: dirty player, guard...fire and replace if you don't get doubles if you got a lot of money/raised dead

WW: block, dodge, side, tackle/diving tackle mighty blow
Golems: block, guard, mighty blow, diving tackle
Wights: guard, mighty blow, tackle
no ghouls, shame. They are great with just 1 skill. Block

zombies: dirty player, guard...fire and replace if you don't get doubles if you got a lot of money/raised dead

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- Digger Goreman
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Pretty good skill choices, Necromancer, 'cept for zombies:
Block, Dauntless, Guard
My only multi-season team has Block/Dauntless Zombies and they are incredible!
Brings you up to par with the multitude of St4+ players out there....
Block, Dauntless, Guard
My only multi-season team has Block/Dauntless Zombies and they are incredible!
Brings you up to par with the multitude of St4+ players out there....
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LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
- mubo
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Only double worth considering on Golems is Dodge I think. You don't have the speed to use DT. Even then guard/block/mb are probably better. Golems are made for scrimmage. Sure feet/jump up would be quirky choices.
Would probably take guard before block as well, but that's just preference. With SF and AV9 guard is awesome.
Would probably take guard before block as well, but that's just preference. With SF and AV9 guard is awesome.
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Could always take Leader on a double for a golem (I think dodge is a better choice, but it does give your team v cheap reroll).
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yes, block, guard, mighty blow is fine on a golem and cheaper than a double 
It was also hard to come up with a double. Dodge or jump up are fine choices as well
You could go for a guard on one and block on the other. guard is great. I think I will put guard on my wights and golems asap. Mostly because I got a double on my WW (mighty blow...auuuu muhahahaha)

It was also hard to come up with a double. Dodge or jump up are fine choices as well
You could go for a guard on one and block on the other. guard is great. I think I will put guard on my wights and golems asap. Mostly because I got a double on my WW (mighty blow...auuuu muhahahaha)
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