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Necromancer team needs constructive help!

Posted: Sat Nov 07, 2009 4:20 pm
by Skipper
OK, after 3 games I'm at 0 wins, 1 loss, and 2 ties. This isn't a problem as I'm in the teaching mode and teaching new [players the game so am coaching them on ways to beat the tactics I'm using and better ways to implement their own game plans. Basically saying, wait a minute, can I show you how to make that a two dice block or how to protect the ball better, Do you see the possiblility over here for throwing down field.

OK, heres the team after three games,

Werewolf 4 SPP MNG
Werewolf 5 SPP
Wight 7 SPP Guard
**Wight 7 SPP (4+6=10 roll) This is the question)
Fleshie 3 SPP
Fleshie 2 SPP
Ghouil rookie
6 Zombies only one with 5 SPP

3RR, 2 FF, and 20,000gp banked (just bought the 3rd RR)


So I'm torn, Should I give the 2nd Wight Guard or go with Movement.

Arguments are as follows.

Guard: As a starting team the most obcvious answer is Guard. This will give the team the support it needs to hold off the hitting. This is a newer league (Ork, Necromancersx2, Dark leves x2, Amazons, Humans, Woodelves, etc.) However, like many new players, many of these are all about killing the opposition (especially the elven teams). So Guard would be very usefull.



Movement: OK, this will slow down the survivability of the team, but the extra movement gives me another potential scorer. He would be selecting Surehands next to help handle the ball and either dodge or catch on a double. Traditionally these guys are the blitzers, but this would definitely change his positional status. This is tempting because the (10) on a skill roll is not very common for me.


OK, what do ya'll think. Suggestions are welcome.[/b]

Posted: Sat Nov 07, 2009 9:14 pm
by Craigtw
I think that most of those teams can out-run you. I would be more inclined to take the movement. This can also help him to be a more effective ball-carrier and earn the SPPs he needs to get to his next skill (at which point Guard will be even more useful to due to his increased mobility).

Posted: Sun Nov 08, 2009 1:01 am
by Digger Goreman
Agreed with Craigtw....

Posted: Sun Nov 08, 2009 8:55 am
by Carnis
Skip MA, you got 4 faster better runners in your squad. Only take MA after +AG or never..

Posted: Sun Nov 08, 2009 9:17 am
by duttydave
Another vote for the +1 Move. It will always be useful whether you want to turn him into a ball carrier or longer range hitter.

Three games in and you haven't skilled up a Werewolf yet? I'd recommend making your next priority to score with each of them in your next game.

Posted: Thu Nov 12, 2009 12:01 am
by mattgslater
One of them is MNG, but should score in the game after. The other one only needs 1SPP, so field him as a retriever at the start of the receiving half, and have him chuck a QP to the rookie Ghoul.

Ignore +MA on Necro Wights. Undead, yes. Necro, no.

Posted: Thu Nov 12, 2009 9:46 am
by JaM
I'd think I'd go with guard, too. It's almost a must if you want the WWs to use their frenzy in a more or less reliable manner. And it makes your team overall stronger.

I see the need for MA too, but I'd save those for the WWs and the ghoul(s).

Just mho of course.

Posted: Thu Nov 12, 2009 5:12 pm
by Wanchor
I would take the +1MA. The difference between six and seven has been called the most significant MA increase possible and concerning this player, I'm inclined to agree.

Posted: Thu Nov 12, 2009 5:37 pm
by mattgslater
I agree that the difference between MA6 and MA7 is significant... and I guess 5x MA7 guys is better than 4 guys. Definitely, it would help you in the next match with only one Ghoul and one Were.

Posted: Thu Nov 12, 2009 5:40 pm
by Elyoukey
being in a teaching mod, +1MV is easier for your opponent to understand. Guard is a tough skill to come around and you already have one which should give your learning mates some kind of headaches. ("-here 2 dice - no - here 1 die - no - now there 2 dice - no - T_T")

Posted: Thu Nov 12, 2009 6:16 pm
by mattgslater
If you don't get good at using/negating Guard, it's going to impede your understanding of TZs.

Posted: Thu Nov 12, 2009 7:26 pm
by Thadrin
I'd go with the MA.

Think of it like this: he gets Guard next skill - and then he'll be able to keep pace with the Ghoul you want him standing beside to stop opponent's getting at him.

Makes him a more dangerous Blitzer as well.

I see it as emphasising what the NEcro team does (Fast undead).

Posted: Fri Nov 13, 2009 12:32 am
by Digger Goreman
Thadrin has it exactly!

Posted: Fri Nov 13, 2009 7:35 pm
by Smeborg
I would be tempted to take +1MA. However, I can't answer your question with complete confidence, as it depends how you intend to develop this team.

In my experience, the Ghouls on the Necro team are weaker than those on the Undead team. Being only 2 in number, they seem to die a lot.

A strategy I have used with success on an Undead team is to make the Wights the Runners/Throwers. They have access to useful skills for this purpose (Sure Hands, KoR, Fend, Strong Arm, even Pro). But more importantly, the Wights survive to retain their precious SPPs.

If you use the Wights as Runners, you can develop the Ghouls as Blitzers (as in Blitzers designed to sack the ball carrier). They are very fit for this purpose as they can take Wrestle+Tackle (the Wights have Block, the Wolves are also likely to take Block). So making the Wights the ball carriers and turning the Ghouls into cheap and highly effective Blitzers (say: Wrestle, S-Step, Tackle, Fend) is a viable strategy for the Necros IMO.

Hope this helps.

Re: Necromancer team needs constructive help!

Posted: Sat Feb 06, 2010 3:11 am
by Skipper
Sorry about the tread necromancy, but it is a necromatic team.

Anyhow, I took the +1 MA and it really paid off. I played my 4th game against a 117 VP Highelf team and the extra movement helped keep them in check. I managed to pull off a 2-0 win and also won the causulty battle 3-0. One of the elves even bought the farm and will now be playing for me for as a zombie.

I also skilled up the ghoul and werewolf that played (remember one was missing the next game), The werewolf got block and the ghoul rolled doubles. As a rookie ghoul I'm tempted to ignore the doubles and just take block.

Also cleaned up and rolled a 5 for winnings, + the win and +2 Fame managed to pull in 80,000 GC. So the game ended up in an all round improvement for me.
Here is the team as it stands now after four games.


Werewolf 4 SPP (Returning from MNG)
Werewolf 8 SPP Block
Wight 9 SPP Guard
Wight 9 SPP +Movement
Fleshie 3 SPP
Fleshie 2 SPP
Ghoul 11 SPP (All gained this turn - 2 Touchdowns and the MVP) Doubles (probably Block)
6 Zombies only one with 5 SPP (fired on and gained another form the dead elf. Will probably fire him too.)

3RR, 3 FF, and 100,000gp banked

Win 1/ Loss 1/ Tie 2