Do flesh golems have a place?

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squig87
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Do flesh golems have a place?

Post by squig87 »

I would like to discuss the uses of the flesh golem in the necromantic team.

Flesh golems are good players. They have the same stats as Blacks with 3 skills/traits, but do they have a place in the necromantic team? They're main jobs seem to be marking opposition, protecting key players, puntching and getting puntched. But they cost a whopping 120k. Against strength teams such as Orcs or Chaos, they dont cut it, they serve merely as target practice as only 0-2 may be taken. IMHO zombies will do the same job against strength teams but not quite as good but for alot cheaper. Against agile teams they seem to be a bit better as they can deal out a bit of pain, but develop painfully slowly (same stats as BO remember) and for 120k a pop. Did I mention they cost 120k? This is the same as a rookie ogre, and I know what I'd prefer. I can justify spending 120k on a werewolf as they rock.

I can see the uses for 1 in a team to begin with maybe, to hold the frontline against the non hitty teams, but are all the traits and skill really needed? I think not. As a league progress's and the team can afford them, then they are worth having. But by this time they will already be well behind with SPPs and possibly not worth fielding.

I like them, and want to include them in my team but I want some justification for what seems to be a 120k Black Orc. Your opinions and views?

Squig

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Joemanji
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Post by Joemanji »

I see them as just a Zombie upgrade. They both do pretty much the same job, tying up the opposition whilst your AG3 players concentrate on the ball. If you have the cash, they are clearly better than a Zombie. But they certainly aren't key to the Necro team strategy the way Werewolves, Ghouls and Wights are.

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Post by Smeborg »

I agree with you, in so far as it is tempting to start a Necro side with no FGs. But that's only because the WWs are so good.

However, the FGs main purpose (I think) is in defence, where they are (potentially) superb, and capable of stopping 2 turn TDs (because of Stand Firm). They really need Block first, though.

A secondary purpose of the FGs could be as short range Blitzers (again because of Stand Firm). Give them Break Tackle for this role.

It's just that when the FGs start out, they behave more like standard Blockers. But even at the start, that Stand Firm is useful (for example FGs can stand on the touch line in case of need).

Hope this helps.

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Joemanji
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Post by Joemanji »

Yeah, once they get break tackle and block they are monsters. Just takes them forever to get to that point! :)

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gken1
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Post by gken1 »

yeah these guys are a real pain in the butt to play agianst...you can't push them around because of standfirm and they can take chances dodgin' wherever they want.

they really need block but develop too slowly.

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duff
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Post by duff »

They did a very good job of jamming up 3-4 of the sauruses in a lizzy team on or near the LOS. My opponent found it very hard to knock them down (when supported by zombies and sometimes wights) and impossible to expoint a pushback to "break out"

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Post by Sputnik »

it also depends on your playing style. Break tackle is nice, but IMO a lost skill.

The golems are the only ones with access to stregth skills, so the only option to have guard in your team without rolling doubles. Block, guard...is a long way to go. A third skill is ages away...

Stand firm also helps you at the beginning of your team development to protect your sidezones, especially against frenzy (Norse anyone?) Later on, a gouhl with sidestep can do the job, but until then they are good enough if you don't want to leave the side zones unprotected.

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