Advice, skills on a lizard team

Want to know how to beat your opponents, then get advice, or give advice here.

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Sputnik
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Post by Sputnik »

Nice team! :lol: I so far have a skink with ST1 :( but never ever managed a skink with ST3! Cool!

I would personally take stand firm for your saurus. He can thus always try to dodge on a 5+, which, in addition to what was posted abobe, is also nice once he is down. Then MA6 annoys your opponent (if it works). Goes well with break tackle or guard as a possible thrird skill, too.

I found out that dodge is a waste most of the time. You are not going to dodge with him on a 5+ most of the time, evben with that skill, and your opponent will block him anyway if he can. Yes, he may remain standing, but with two dice (not that hard to achieve) he might still go down more than you want him to, believe me! :cry: Stand firm has more options IMO.

And since you already have a mobile break tackle saurus, some other options would suit your team well.

Alternatively, play it very conservative and take leader if you feel that you do much with your krox and you want to avoid those turovers at all costs. :wink:

Sputnik

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berserker
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Post by berserker »

I have a ST3 skink but I'd trade it for an AG4 skink any day I think...

Here how I see my team so far:
It is important to have at least 2 saurus with break tackle so you can cover most of the field and you have two nice blitzers (block will come later

Guard is nice because it allows your skinks to throw 2 dices blocks

Block is good for the saurus on the LOS

My development is to get two of each, then the ones with guard and get block, the ones with break tackle get block altough maybe one should get tackle, the ones with block get Break tackle or mighty blow.

I didn't gave catch to the first skinks who got a skill to avoid to play too much and score with them, so I went with side step which is good on offense and on defense as you always can put your skink in the way...

Now I'll give catch to the next, maybe one will get sure feet and sprint.


Here is the team
Lizards of the Coast
3RR (and a leader so that's 4)
4 FF (damn 1...)
Apo

Saurus 7 Guard
Saurus 9 Block
Saurus 11 Break Tackle
Saurus 15 Leader
Saurus 0 -1AV
Saurus 8 Break Tackle
Skink 19 Side Step, Block
Skink 7 Side Step NIG
Skink 18 Side Step, +1ST NIG
Skink 2 NIG
Skink 3
Skink 5
Kroxigor 6 Block

I lost a skink in the first match, then got some nig's and Krox refused to get cas for a while...

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Matsu
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Post by Matsu »

Leader to assist the Krox is tempting, but I would take Frenzy for sure. The reason is that Leader makes your players a little better, but frenzy makes your opponent play differently.

Having Frenzy on a guy who has a good movement like your Saurus means that defenses without stand firm or sidestep can't put players within 2 spaces of the sidelines without risking them being put into the stands. That frees up space for your skinks to run wild into the opponent's backfield.

The double-chance on the block is just icing on the cake.

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Wonder
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Post by Wonder »

berserker wrote:
Skink 19 Side Step, Block
Skink 7 Side Step NIG
Skink 18 Side Step, +1ST NIG
Skink 2 NIG
Skink 3
Skink 5
IMHO, you need catch and sure feet on your skinks : then hand off is more reliable and you can run across 16 to 20 squares to TD.

W

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Darkson
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Post by Darkson »

Frenzy!

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Ziggi Abschuss
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Post by Ziggi Abschuss »

Darkson wrote:Frenzy!
I have to agree with Darkson here. Frenzy would really affect the way our opponent can cover the sidelines and skinks can really take advantage of that (at least much better that dwarfs where I've used frenzy)

Ziggi

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Goryus
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Post by Goryus »

Most runny teams will dodge their players away from your Sauri to keep you from beating them down. I would reccomend pursuing some set ups to counter that, one of my favorites being Shadowing + Tackle on a Saurus (Movement 6: Yay!). Set him next to some runny character who's life you want to end, and even if you fail to bash his head in, you've a got a good chance of either getting another chance next turn or of the victim falling down trying to get away.

But in this case, I think I'd try something new. See how this works out:

Give him Sidestep. It may seem silly on the surface, but I seriously think this could work. Sauri with Sidestep would be annoying as hell. Lots of cage breaking strategies might back fire, and the line would be interesting to break through :) Later on, get him guard.

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Gremdel
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Post by Gremdel »

I've played a good dozen or so games with Lizzies and I would vote for Frenzy. If you didn't already have one Break Tackle I might think about it, but Frenzy is really nice if you use it well. Ziggy is right, better coaches will keep players out of the second line, and bad players will soon learn to. Dodge seems like a really bad idea unless I'm missing something (makes a 5+ dodge a 5/9 instead of 1/3. Break tackle would make the same dodge a 5/6 and you can use a reroll if you need to). Leader and kick... if it fits your style, I don't know I haven't picked up either for my teams.

One thing I've noticed about Sauruses is that they develop very slowly. Take a skill that will pay off right away, not "well, this will be great when I get X." Maybe it's just me but I only have 1 Saurus with 2 skills and that's with the benifit of two MVPs.

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Goryus
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Post by Goryus »

Dodge would be taken so that dodge splats wouldn't knock him down, making him a more effective lineman. >_>

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[b][i]One murder made a villain, millions a hero. Princes were priveleged to kill, and numbers sanctified the crime.[/b] - Beilby Porteus[/i]
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