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Necro development question
Posted: Fri Oct 11, 2013 8:24 am
by Hegel
After a rather frustrating start (continiously unable to pick up the ball etc) my team is getting more successful now. Yesterday I got enough SPP for three skills, but I´ve been so lucky that I now don´t know what to do.
Team is :
Golem
Golem (block)
Wight #skill up, rolled 5/6#
Wight (ST4)
Wolf (blodge)
Wolf (block)
Ghoul (sure hands)
Ghoul #skill up, rolled 1/1#
Zed
Zed
Zed #skill up, rolled 5/3#
Zed
The easy one is block for the zombie, and it is very tempting to have a AG4 wight. The original plan after getting ST4 on the other wight was to get Guard asap on the second wight, because I really miss Guard. Now I could give Guard to an unskilled ghoul, which I find is a wee bit dangerous.
Any advice ? Thanks !
Re: Necro development question
Posted: Fri Oct 11, 2013 8:46 am
by Rolex
Ag 4 on a Necro team is the best boost possible. Never ignore it (while +1 ag on FG and Zombies is almost useless).
Block on the zombie is a no brainer.
I would give guard to the ghoul.
Investing in the survival of the ghouls is IMO a losing strategy.
They die too easily. Better to work for the survival of wights and WW.
Ghouls are expendable so I would only think of how useful they can be, when choosing.
Ghouls are like Popes. If one dies you make another.
Re: Necro development question
Posted: Fri Oct 11, 2013 8:58 am
by stanrichardson
Totally agree with Rolex
and a move 7 dodge guard is a very handy
Re: Necro development question
Posted: Fri Oct 11, 2013 10:21 am
by MKL
Another one that agree with Rolex.
-Let the Ghoul be awesome, till he lives. Spending TV to protect a mediocre player is useless.
-An ag4 is of the utmost importance to Necros, 'cause failed pickups are their bane (and you already know it).
-On the other hand, I can suggest Kick for the Zed . I find it really useful to complicate the basher's usual 2-1 grind.
Re: Necro development question
Posted: Fri Oct 11, 2013 11:02 am
by Rolex
MKL wrote:
-On the other hand, I can suggest Kick for the Zed . I find it really useful to complicate the basher's usual 2-1 grind.
I wouldn't do it.
With 2 WW, 2 wights, 2 FG and 2 Ghouls a kick zombie means a positional in the scrimmage or on the bench.
Sometimes it's possible, but not often.
Kick is best IMO as a 2nd/3rd skill on a ghoul.
Re: Necro development question
Posted: Fri Oct 11, 2013 11:53 am
by MKL
Rolex wrote:MKL wrote:
-On the other hand, I can suggest Kick for the Zed . I find it really useful to complicate the basher's usual 2-1 grind.
I wouldn't do it.
With 2 WW, 2 wights, 2 FG and 2 Ghouls a kick zombie means a positional in the scrimmage or on the bench.
Sometimes it's possible, but not often.
Kick is best IMO as a 2nd/3rd skill on a ghoul.
Yeah, that is an old debate.
I'm of the other persuasion, the "on defense, sure-hands Ghoul stay in the bench" one.
By the way, on that team, where would you assign kick? And after how many other skills? On the ball carrier Ghoul, or on the Guard one? I think in both cases it would be 3rd skill, at least.
(and just to err on the safe side... I'm not challenging you, just sincerely asking

)
Re: Necro development question
Posted: Fri Oct 11, 2013 12:59 pm
by Rolex
MKL wrote:
Yeah, that is an old debate.
I'm of the other persuasion, the "on defense, sure-hands Ghoul stay in the bench" one.
By the way, on that team, where would you assign kick? And after how many other skills? On the ball carrier Ghoul, or on the Guard one? I think in both cases it would be 3rd skill, at least.
(and just to err on the safe side... I'm not challenging you, just sincerely asking

)
To put the SH ghoul on the bench you need to have 12 players.
If you are kicking on the first set up that's easy. After that.... zombies tend to be KO'd a lot.
Anyway If I put a zombie back It would not be a kicker, but a DP (which has a bigger part in my game plan).
Without doubles the kick would be the 2nd skill on the ghoul withoul SH (with guard it would became the third).
But I would give SH to a ghoul only if I fear a lot SB. With SH he will score too much.
Ghoul have the bad habit of getting too many SPP and taking them to the tomb.
Once you have an AG 4, the SH ghoul is a lot less important.
Re: Necro development question
Posted: Fri Oct 11, 2013 1:37 pm
by swilhelm73
My suggestions:
Wight +AG - don't make him your primary ball handler, but put him in a position where your ghoul carrying the ball can get it to him - this allows you to do the dread Necro reverse (since you have 6 players that are fast and now a reliable one to hand off/throw to).
Ghoul Guard - Necro need guard badly.
Zombie Block - later on you'll want wrestle on all your zombies, but in early development where many opponents don't have block block is better.
Kick is a skill for a ghoul - once you are developed you'll have your eight positionals and 3 Zs for the line - kick is a good 5th or 6th skill for a ghoul.
You don't want to bench ghouls for defense - Necros need the speed and you don't want to waste a WW carrying the ball and hiding behind screens or in a cage. While ghouls are fragile, blodge and high speed mitigates things a bit, and your opponents are likely to focus on your wolves for the most part anyway.
Here is how I built my necro team before they took some losses*...
FG: Block, Guard
FG: Block, Guard, Niggle
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF, Grab
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle
GH: Block, SS
GH: Wrestle, +AG, Tackle, SS, -MA
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx3: Rookie
*I did have a ball carrying/kick ghoul at one point. She survived something like 4 seasons. Rolled a double down when my opponent left his star Norse Blitzer on the sideline and I tried to push him out...and she got killed with the return block.
Re: Necro development question
Posted: Fri Oct 11, 2013 2:46 pm
by DixonCider
Agree with most points made, but I am a big fan of 2 dirty player zombies instead of a kicking zombie
Re: Necro development question
Posted: Fri Oct 11, 2013 3:47 pm
by MKL
swilhelm73 wrote:
(...)
Here is how I built my necro team before they took some losses*...
FG: Block, Guard
FG: Block, Guard, Niggle
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF, Grab
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle
GH: Block, SS
GH: Wrestle, +AG, Tackle, SS, -MA
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx3: Rookie
*I did have a ball carrying/kick ghoul at one point. She survived something like 4 seasons. Rolled a double down when my opponent left his star Norse Blitzer on the sideline and I tried to push him out...and she got killed with the return block.
Nice build. Have you tried the 3 x +ST too? I found it pretty nice.
(Sorry, cannot resist. But that team isn't a "build", is a freak

)
Re: Necro development question
Posted: Fri Oct 11, 2013 4:05 pm
by MKL
Rolex wrote:MKL wrote:
Yeah, that is an old debate.
I'm of the other persuasion, the "on defense, sure-hands Ghoul stay in the bench" one.
By the way, on that team, where would you assign kick? And after how many other skills? On the ball carrier Ghoul, or on the Guard one? I think in both cases it would be 3rd skill, at least.
(and just to err on the safe side... I'm not challenging you, just sincerely asking

)
To put the SH ghoul on the bench you need to have 12 players.
If you are kicking on the first set up that's easy. After that.... zombies tend to be KO'd a lot.
Anyway If I put a zombie back It would not be a kicker, but a DP (which has a bigger part in my game plan).
Without doubles the kick would be the 2nd skill on the ghoul withoul SH (with guard it would became the third).
But I would give SH to a ghoul only if I fear a lot SB. With SH he will score too much.
Ghoul have the bad habit of getting too many SPP and taking them to the tomb.
Once you have an AG 4, the SH ghoul is a lot less important.
This team already got a Sure Hands Ghoul.
If we want to speak in more general terms, IMO it boil down to the value a coach give to the Kick and Dirty Player skills: you and Swilhem value the latter more than the former, I'm of the other idea.
Re: Necro development question
Posted: Fri Oct 11, 2013 4:32 pm
by swilhelm73
MKL wrote:
This team already got a Sure Hands Ghoul.
If we want to speak in more general terms, IMO it boil down to the value a coach give to the Kick and Dirty Player skills: you and Swilhem value the latter more than the former, I'm of the other idea.
I would argue this is one question - another is whether you should field both your ghouls on defense or not. If you do, it makes no sense to put kick on a Z since you need them on the line.
I don't want to put a DP on the line, but presuming he stays on the pitch after the first hit he can still do his job.
Re: Necro development question
Posted: Fri Oct 11, 2013 4:37 pm
by swilhelm73
MKL wrote:
Nice build. Have you tried the 3 x +ST too? I found it pretty nice.
(Sorry, cannot resist. But that team isn't a "build", is a freak

)
The ag5 wight died due to an unassisted foul IIRC - so I'm down to just the two +AGs.
Interestingly I don't think the rolls are that out of the norm, it is more that they landed on exactly the right players. For example, FGs and Ghouls don't really need doubles...but WWs do.