TR 100 Necromantic for Tournament (Progression)

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Deezal
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TR 100 Necromantic for Tournament (Progression)

Post by Deezal »

Heyya,

Pretty new to TBB.

I'm looking at running a Necro Team for a TR 100 progression Tourney (6 rounds), but I can't decide wether I should take 2 Flesh Golems or 2 Werewolves.

I am pretty set on running 2 Wights and 1 Ghoul, 5 Zombies and 3 Rerolls. The Big Question is the Werewolves or Golems?

Help me TBB you're my only hope :D

Cheers

Deez

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Post by Joemanji »

I've not played Necros, but I think I might plump for the FGs because:

a) 1 FG isn't that great, 2 can be really effective. Where as 1 Were can be great on his own.
b) You only have 11 players, so that AV9 + thick skull will be useful.
c) Stand Firm + Guard or Block will be a handful at TR100.

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Post by Ironjaw »

3xag3 players Joe= suicide

Why only 1 Ghoul? I'm sure you can go:

I'd go 2 ghouls, 2 wights, 2 wolf, 5 zombos, 3 re rolls.

with 30k to spare (if you were set on 3 re rolls)

Personally, with necro at tr 100 I'd go balls out:

2 Wolves
2 Wights
2 Ghouls
7 zombies
2 re rolls
2 ff

sure hands asap on a ghoul and foul the nuts off them as you'll be players up against most teams. :D

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Post by Joemanji »

Good points Leon.

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Post by SillySod »

You should definately take two ghouls, ghouls are excellent at low TV.

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Post by Deezal »

Thanks chaps, so the general consesus is to drop the Fleshies all together?

Save the cash get another `Ghoul` and bulk out on Zombies...fouls FTW!!?

Cheers

Deez

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Post by SierraKiloBravo »

Do you have to go Block with the Werewolves? I'm thinking I would put Sidestep on both of them, put MB on the wights, then set the wights up in the middle like inside backers and the wolves as your safeties. Use the frenzy / sidestep to completely rule the sidelines and possibly force the action down the middle where the MB wights are.

I'm sure there's a better way to put this, but Ironjaw's 7 zombie roster is giving me a serious hard on. You surf, mighty blow and foul like an absolute maniac.

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Post by eriochrome »

I recently sucked up a storm with necros at an event. Without Block the wolves will have problems since frenzy forces you to throw two blocks which might be tough to constantly get even a single assist on since most of the team is slow. At the event were were not allowed to select block so I got my wolf juggernaut and let me tell you I used that convert to push a ton so block would have been way better. You might look at wrestle for one as a safety and block for another as the sideline pusher.

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Post by Ironjaw »

SierraKiloBravo wrote:Do you have to go Block with the Werewolves? I'm thinking I would put Sidestep on both of them, put MB on the wights, then set the wights up in the middle like inside backers and the wolves as your safeties. Use the frenzy / sidestep to completely rule the sidelines and possibly force the action down the middle where the MB wights are.
In fact, I'd use 2 zombies as tight ends, 2 as linebackers, 1 as a centre, the 2 wolves as wide recievers and the wights as running backs. Then you have the ghouls to use as quarterbacks and can run the classic (invented by Jervis Johnson himself) "Salted Ritz Cracker" play on moslty all teams barr Nurgle- who Necromantic usually struggle against. The only play that has a chance of working against them is the "Chocolate Hob Nob" that Pippy devised, but I can't remember exactly how it goes...

Anyway, as you're unlikely to meet any nurgle at tournaments, for the SRC play it's essential you have a ghoul with sure hands, one with shadowing, two wolves with block, and 2 wights with tackle.

That skill set will win you 75% of games without any tactical accumen apart from knowing the Salted Ritz Cracker.

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Post by SillySod »

Shadowing?

Also.... it sounded great until you said it was Jervis's tactic, that worried me :)

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Post by SierraKiloBravo »

Ironjaw wrote:
SierraKiloBravo wrote:Do you have to go Block with the Werewolves? I'm thinking I would put Sidestep on both of them, put MB on the wights, then set the wights up in the middle like inside backers and the wolves as your safeties. Use the frenzy / sidestep to completely rule the sidelines and possibly force the action down the middle where the MB wights are.
In fact, I'd use 2 zombies as tight ends, 2 as linebackers, 1 as a centre, the 2 wolves as wide recievers and the wights as running backs. Then you have the ghouls to use as quarterbacks and can run the classic (invented by Jervis Johnson himself) "Salted Ritz Cracker" play on moslty all teams barr Nurgle- who Necromantic usually struggle against. The only play that has a chance of working against them is the "Chocolate Hob Nob" that Pippy devised, but I can't remember exactly how it goes...

Anyway, as you're unlikely to meet any nurgle at tournaments, for the SRC play it's essential you have a ghoul with sure hands, one with shadowing, two wolves with block, and 2 wights with tackle.

That skill set will win you 75% of games without any tactical accumen apart from knowing the Salted Ritz Cracker.
I supposed I asked for this. Oof.

I'm still not sold on Tackle over MB on the wights. Tackle helps against Dodge, sure, but MB helps against everyone. If you're taking 13 guys and looking to foul, why not just take that to the extreme and take skills that help you clear the pitch? Sidestep helps on the surfing and minimizes the risk of the wolf being surfed as well. Although, maybe Wrestle and Block on those wolves would be better.

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Post by Digger Goreman »

Guard on the wights... mighty blow on the wolves, and block if you can get two skills....

If it were long-term, I'd go with FGs... but for this, *sigh*, 7 zeds, 1 ghoul, 2 wights, 2 werewolves, 3 RR and 2 FF....

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Post by Deezal »

Thanks guys...

This tournament allows you to allocate your MVP at the end of each match...so providing the Werewolves are able to do something ie score, cas etc...then they should be skilling up after each the first 2 games at worst.

Like a previous poster has mentioned, I might refine my tactics and go for the 13 player Zombie Foul Fest :D

Cheers

Deez

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Post by Jeremiah Kool »

If the tournament would be 105 TV, would you then take a Flesh Golem? Or just more Zombies?

A Flesh Golem with Guard should be very annoying for your opponnent. I also have a new respect for Stand Firm (played against an Orc coach who used a SF-Blitzer as a great obstacle to protect his cage).

What about a Ghoul with Wrestle as an additonal counter vs. Blodge players? I like Ghouls with either Blodge or Wrestle/Dodge, but then no Sure Hands.

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Post by mattgslater »

105kGC changes the math significantly in my book.

1 Were, 2 FGs: 12, 2 Wights, 2 Ghouls, 5 Zombies, 3 TRRs. 5 ball-carriers and 12 men! Two FGs are way more than twice as cool as just one. You don't need them, but if you can afford them, get them. I'm normally all for starting 2 Weres, but in this case, the second one really isn't worth his opportunity cost, sorry. Having just one is actually kind of liberating at the rookie level.

Most of the time, try to use the MVP to skill a FG or Z... until you get your #2 Were (then pass with him so you can MVP him). Save your money for a Were, but the one reserve Z is good as it lets you foul like you had 13, but with a tougher interior and less pressure on the skill players. Having only one Were means more SPP for your Wights and Ghouls, and you're likely to have Block by the time you get the second Were (MA8!), so you can focus on scoring with the new guy until he improves.

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