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Necro team progression

Posted: Mon Nov 02, 2009 10:59 am
by Leipziger
Currently, after 10 games of our 19 game season (currently 4-3-3 - w/l/t), my necro team looks like this:

Rothapel (Werewolf) 8 3 3 8 Claw, Frenzy, Regen, Block, Dodge TD 5, MVP 1 (SPP 20) 160
Horner (Werewolf) 8 3 3 8 Claw, Frenzy, Regen,Block, Tackle TD 4, CAS 4, MVP 1 (SPP 25)160
Rowley (Wight) 6 3 3 8 Block, Regen CAS 2, MVP 1 (SPP 9) 110
Wakey (Wight) 6 3 3 8 Block, Regen, Guard CAS 2, MVP 1 (SPP 9) 110
Topping (F.Golem) 4 4 2 9 Stand Firm, Thick Skull, Regen,Block, Leader Cas 2, MVP 3 (SPP 19)
140
Beaumont (F.Golem) 4 4 2 9 Stand Firm, Thick Skull, Regen MVP 1 (SPP 5)100
Sherbourne (Ghoul) 7 3 3 7 Dodge, Block, Sidestep; Niggle Comp 2, TD 4 (SPP 16) 110
Docx (Ghoul) 7 3 3 7 Dodge Sure Hands, Block MVP 1, TD 4, CAS 1 (SPP 19)110 (MNG)
Ellis (Zombie) 4 3 2 8 Regen 40
Welton (Zombie) 4 3 2 8 Regen 40
Duxbury II (Zombie) 4 3 2 8 Regen 40
The Boy Jones (Zombie) 4 3 2 8 Regen MVP 2, CAS 2 (SPP 14) Block 60
Higgins (Zombie) 4 3 2 8 Regen

Rerolls: 4 280

AC:1
CL:1

FF6

Treasury: 250k

Amongst others, I am facing necro, Undead, skaven and wood elf. What skills do you feel this line-up is missing to make the best fist of the latter half of the season.

Posted: Mon Nov 02, 2009 11:36 am
by Da_Great_MC
You could really use some more Guard. Giving your Flesh Golem Leader looks wrong to me, especially since you have 3 RR's already.

Posted: Mon Nov 02, 2009 12:51 pm
by JaM
Guard would be good on the other wight, to support the WWs if needed.
And/or on the FGs (who should get block as a first skill, and/but MB as a possible 2nd).

Maybe MB on a were as well. Nice combo with claws.

Otherwise it looks quite solid to me. Zombies with a skill should get block, and 1 should get DP. Doubles --> guard I guess.

Posted: Mon Nov 02, 2009 2:09 pm
by Sizzler
Have you thought about a bit more tackle? With still quite a few dodgy players to face, who will no doubt be blodgers by now, if the werewolf goes down it may get tough without it.

Posted: Mon Nov 02, 2009 2:15 pm
by Leipziger
Some good pointers, guys. Hopefully (fingers crossed), there may be a few spps after the flings game tonight and I can strengthen a few of the players. Definitely want another guarder or two and an extra tackle would be nice.

Posted: Mon Nov 02, 2009 2:30 pm
by Ironjaw
Dauntless on a pooch makes it a great big guy leveller. Think about those trees tonight- that Dog would rip them to sawdust...

Posted: Mon Nov 02, 2009 4:38 pm
by sunnyside
Don't know Necro so well, but just for the lack of strength players, some dauntless, especially on the wolves, but in general as well, could be a big help. And it can be picked up on a singles roll.

Also, while your team is big enough for normal play, and it ups your TV, you might want to consider buying an extra zombie. That would allow you to foul agressively without much fear of playing under 11 players. Especially if their cost wouldn't change the inducement situation in your next game (if you know their TV ahead of time).

I find that if I'm in trouble against a bashing team, having half the team help someone kick their star player in the hurty bits is a powerful motivator for them to score instead of stalling. And often being able to throw some fouls is very nice especially near the end of a drive.

Posted: Mon Nov 02, 2009 5:42 pm
by Craigtw
Ironjaw wrote:Dauntless on a pooch makes it a great big guy leveller. Think about those trees tonight- that Dog would rip them to sawdust...
While I might be tempted by Dauntless on a werewolf, I would be more inclined to pick on S4 players like Black orcs (rather than BGs), making sure that I have an assist. That way, even if I botch the Dauntless roll it is still only a one dice block at worst.

Posted: Mon Nov 02, 2009 11:15 pm
by stashman
I like the Flesh Golem "Topping"

I don't know wich model you use, but I can se the GW Flesh Golem (not Frank N. Stein, the other standard) pointing to the players and telling them what to do, with a drooling accent thou.

Style before purpose! Leader makes Topping a great team captain, and thats cooler than guard skill!

Posted: Tue Nov 03, 2009 11:37 am
by Leipziger
The game vs the flings was entertaining but ended in a frustrating 1-1 draw (1 turn ttm to equalise at the death) and I have my blodging wolf missing tonight vs a strong chaos team.

On the plus side, my other wight now has guard thanks to the MVP roll.

My options vs Mark are either:

1 - Hire a blocking wolf + 1 babe
2 - Hire Hack Enslash + 2 babes/Igor
3 - Setekh
4 - J Earlice
5 - Wizard + babe

Option 1 allows me to essentially keep my team pretty much as normal. 2 allows potential carnage and for players to return more easily from the KO box, but chainsaws are always a bit of a risk. 3 gives an addditional ST 4 which may be useful as I am guessing Mark has a full chaos warrior compliment by this point (but he is very expense). 4 not a goer for me, if i am inducing a wolf, he needs to have block. 5 - good for the direct hit on the ball carrier.

Posted: Tue Nov 03, 2009 2:45 pm
by JaM
I'd probably go for the wiz + babe. I'm not that keen on starplayers or hired help...

Posted: Tue Nov 03, 2009 4:12 pm
by voyagers_uk
if you can protect him I would go route 2

otherwise Route 1

Posted: Tue Nov 03, 2009 4:52 pm
by MeatLoafX
How much of your gameplan is focused on having two wolves? Most people are flexible, but some players tend to have a set gameplan against certain teams. If that's the case, go with the Mercenary.

Otherwise, I'd go for #5. Wizards are so, so good.

Re: Necro team progression

Posted: Mon Nov 23, 2009 3:09 pm
by Leipziger
In the end, I went with Setekh and he turned out to be very useful. Having 3 x ST 4 on the pitch is always handy, but his mobility came in useful too. Won the game 2-0

After the following game (a 2-0 loss vs FireOlli's human's) , I now have another blocking zombie, but my sure hands ghoul is missing vs Lucifer and his undead (current net casualties 52 :o ).

I have 280 to spend in inducements which is a bit of a quandary. Geoff normally causes bloodshed so at least one Babe might be required, but then it would be good to remove some of his guys from the pitch, so extra numbers would be good. A mercenary ghoul is an overpriced addition, especially with a skill. Wilhelm would give me a third wolf, whereas Hackenslash (on his day...) could slice and dice a few ghouls.

Maybe a wizard to avoid (hopefully) a concession + something else? Choices, choices...

Any thoughts?

Re: Necro team progression

Posted: Mon Nov 23, 2009 3:44 pm
by mattgslater
Normally not keen on saws, but Hack is very good against Undead, as a couple early positional casualties can put the game right in your hands. Not a recommendation, just an observation: teams that don't make stuff happen with linos are subject to being put in a hole.