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Necromantic Advise
Posted: Fri Mar 27, 2009 5:28 pm
by bjorn9486
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?
Re: Necromantic Advise
Posted: Fri Mar 27, 2009 5:55 pm
by stashman
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.
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:
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?
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!
Posted: Fri Mar 27, 2009 6:01 pm
by Joemanji
Side Step is great on a Werewolf. Lets him target the sidelines with impunity. Or Dodge.
Re: Necromantic Advise
Posted: Fri Mar 27, 2009 6:37 pm
by bjorn9486
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.
Oh yeah, with out a doubt on doubles he is getting Mighty Blow.
Joemanji wrote:Side Step is great on a Werewolf. Lets him target the sidelines with impunity.
Forgot about side step, that would allow me to crowd surf with more reliability.
Posted: Fri Mar 27, 2009 8:58 pm
by Digger Goreman
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....
Posted: Sat Mar 28, 2009 1:21 pm
by Alamar
Digger Goreman wrote:
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....)
You've got another one ... or is the guy in the legacy league?
Posted: Sat Mar 28, 2009 9:24 pm
by Digger Goreman
Posted: Mon Mar 30, 2009 2:47 am
by Lictor
Joemanji wrote:Side Step is great on a Werewolf. Lets him target the sidelines with impunity. Or Dodge.
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.
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.
Posted: Mon Mar 30, 2009 8:40 am
by necromancer
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

Posted: Mon Mar 30, 2009 11:00 am
by Digger Goreman
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....
Posted: Mon Mar 30, 2009 11:22 am
by necromancer
I agree Digger
Good combo.
What I meant was 1 dirty player.
But to get a lot of guard zombies, you could go for the option to fire any zombie that rolls normal on first skill

Posted: Mon Mar 30, 2009 11:57 am
by Melipone
Just started my first necro team on MBBL....all useful advice, thank you chaps. Although with the 100k golems I managed to squeeze a ghoul into the starting lineup too.
Posted: Mon Mar 30, 2009 12:59 pm
by mubo
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.
Posted: Mon Mar 30, 2009 1:03 pm
by Leipziger
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).
Posted: Mon Mar 30, 2009 4:00 pm
by necromancer
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)