Finalizing the roster for my Necro team.

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rabidroadkill
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Finalizing the roster for my Necro team.

Post by rabidroadkill »

Okay, first off, thanks to all that have posted to try and assist with my Necros before. I have 50 SPPs to distribute however I want and then make the appropriate rolls. This seems to be the roster most people are saying start with (SPPs alloted in parenthesis).

[u]Roster #1[/u]

6 Zombies (1 SPP each)
1 Wight
1 Ghoul (6 SPPs: for Sure Hands probably)
2 Flesh Golems (16 SPPs each: Block and Guard barring any doubles)
1 Werewolf (6 SPPs: Block)
3 RR
9 Fan Factor

However with the allowance of starting with SPPs, I REALLY want my second Werewolf now to give him Block right away. To do that however, I would need to drop a RR and the Wight. I know that dropped RR is going to hurt badly though, and I feel I can't drop down to 6 FF for the league.

[u]Roster #2[/u]

6 Zombies (same as above)
1 Ghoul (ZERO SPPs this time)
2 Flesh Golems (same as above)
2 Werewolves (6 SPPs each: both with block)
2 RR
9 FF
40,000 left over for Zombie, FF, or save for purchases

Which would you choose, or what changes would you make? Thanks for the help.

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Post by DoubleSkulls »

Give the Golems 6 SPPs. Once they have block they will slowly (but surely) accumulate SPPs from casualties (expect ~1SPP per game).

That gives you 20SPPs to spread around. Give the Ghoul 6 and upgrade some zombies too.

Unless your rules are different you can't start with FF10 - 9 is the maximum. I would recommend dropping to FF6 and getting the 3rd reroll.

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Re: Finalizing the roster for my Necro team.

Post by bluetooth »

rabidroadkill wrote:Which would you choose, or what changes would you make? Thanks for the help.
I really like the 2nd roster. Okay, you have only 2 rerolls, but you have 2 golems with stand firms and weres with block. Beautiful.

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Post by rabidroadkill »

We are actually starting our second season. We are cutting the allowed games per week down to 1 (from 2) but allowing each coach to play 2 teams if they want. Any new teams started are allowed the 50 SPPs to help bridge the gap from the experienced teams (TR capped at 175).

About the 6 SPPS for the Golems, I have played a couple exhibition games and found that I really need the guard against the mulitiple strong teams in our leage. Add to that, that our league's coaches all love guard, I found my Fleshies over whelmed at the line for the majority of the games I have played. I figured with 16 SPPs each and Guard, I could counter-balance this and still give them a chance to stay up.

On the TR limit of 9, you are right. I had the 10K sitting in the treasury on my filled out roster, then when I posted this today I wasn't thinking and slid it over.

Any other comments?

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Post by Darkson »

Do you have to make aging rolls for skills gained by the bonus SPP's?

I prefer the first roster. It won't take you long to make enough money for the 2nd Were, and it shoulfd only take a game or 2 for it to make those 6 Spp's.

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Post by rabidroadkill »

We have to roll for the skills (I did have a Flesh Golem with Dodge on a double roll until the roster changed, we were figuring they would choose the 7/4/2/8 WW roster) and we then have to roll for aging.

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Post by Oddy Oddbourne »

my team -The 'AMAZING' Graveyard Browns (Road-Show)- started like this:

2 Golems
2 Werewolves
2 Wights
5 Zombies

3 RR
5 FF

..and this has worked out just fine, with 4 additional Zombies 'hired' from opposing teams (skaven lineman(trice-dead, and now in storage), skaven gutter-runner, orc blitzer and a dwarf longbeard) .. and still don't really feel like getting any ghouls.. maybe later.. but.. they'll die.. I've heard a quiet whisper telling me so, over and over, in the cold nights ..for months now! It's an omen!! ..better off without them anyways!

-Creator, manager and coach, O. Oddbourne

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