spubbbba wrote:One more thing to remember is to roll for RIP’s when you gain casualties, as recruited zombies can play in the next drive. I forgot this in the early rounds of the White Isle Star Bowl last year and it may have made a difference in my 1 loss since I got quite a few casualties and was very low on players in that game.
Yep, forgot about that all through the tournament
Just a quick recap:
Chose Mighty Blow for the 2nd WW, and guard on the 2nd wight as well as guard on a Golem.
It went... OK, actually.
I had 4 loses, 1 tie and 2 wins, which isnt good, but I learned a lot. Had a bad start against an amazon player, which leveled out against a human as the next. I played a Khemri player next (hands down, one of the nicest opponents and baddest loosers

at the same time), another necro and then a chaos pact player. Up next was an undead player, and it all ended against the halflings
General lessons:
I over committed on defence when getting a shot at the ball carrier. There were only a few games where I played my defence well, the amazon and human games in the start were two.
My drives went fairly well. Its a gamble sometimes relying on removing players from the field as much as the Necroes rely on. My chaos pact game was a prime example of this. All through the first drive I demolished him piece by piece, untill he had 6 players left. Alas, I only KOed his strength pieces, and surfed his elf, and after the KO rolls, he had a full roster in the start of the 2nd half. So the match went 1-1.
Lesson 1: Block on the golems would have been nicer than guard.
Lesson 2: Blodge on a ghoul is definetely worth it.
Lesson 3: MB on a werewolf is a terrifying thing for an opponent, and a nice way to take out pieces.
I met another really good Necro player (Topper), who I discussed a lot of theory about the team with. The difference between his roster and mine were a reroll less for him, but another ghoul and sure hands as skill on the first ghoul, instead of block. I dont know what he chose for the 2nd round of skills.
About tackle and wrestle: Frenzy makes tackle unnecessary in my view, for this team. I can see tackles use if it is a really, really blodge heavy tournament. This is also the reason I chose to have 2 WW. Wrestle on the wolf could be nice, but I dont think that the team really supports that play.
About the twelft player... Yes he would have been nice. I can see that you might be able to bring him in by A. loosing a reroll for a ghoul. B. only playing with 1 FG. However, he is not essential for the team succes. There were only 1 match where I was at a player disadvantage and that was against undead (which creamed me).
In the future I would probably still play with 2 FGs, but with a twelft man, by scrapping a reroll. I would go Blodge on a ghoul, block on a WW and Guard on a wight. Second round I would choose Block on both FGs and MB on a wolf.
That and I wouldnt overcommit on defence...
Cheers, and thanks for the input!