Necro team- league team - which one?

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Vanadium
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Necro team- league team - which one?

Post by Vanadium »

Right, in a few weeks time I'll be playing a necro team in our little league. And I'm not quite sure what to start out with...

Originally my team was:
6 zombies, 2 fg, 1 ww, 1 ghoul, 2 wights, ff 8, 2 rerolls.

(werewolves costs 10 k less, have claws instead of fangs)

Pro: Bashing team (well, somewhat), is quite durable in the long run.
Negative: Only have 4 ag3 players. This becomes a problem when they are knocked out. In one game my bro knocked out my wights and ww. With no reliable ballcarriers (my ghoul was too far away from the action), I could only watch him score.


Then I thought of replacing one of the fg with a ww and add one more to ff.

6 zombies, 1 fg, 2 ww, 1 ghoul, 2 wights, ff 9, 2 rerolls.

Pro: Can be developed into a good running game (even a passing one when the spp rolls in), high ff.
Negative: More fragile. Werewolves doesn't have high av and no regeneration.
I can also buy another reroll instead of a zombie and 4 ff.


I'm not sure what I'm going up against (definetely Dark Elves, Wood Elves, Dwarfs).

So, pitch in with your comments, ideas or thoughts; I'll be grateful for your thoughts.

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Post by squig87 »

I think necros are comparable to humans on some levels. They can bash the lesser teams elves, skavens, stunties etc and can about hold their own against the bashers.

WARNING: They are not durable, if you are unlucky and pick up a few niggles along the way, tough luck you have no apoth. My star WW died on saturday after a failed GFI reroll, no apoth. Unhappy me.

I like starting with:

1 WW
1 FG
2 Wights
2 Ghouls
5 Zombies
3 rerolls
FF8

There are variations on that, eg, removing a FG for another WW. I feel you have to start with FG to a certain extent as they develop really slow. WW however level up as quick as gutter runners and wardancers.

The key to this team is to bash (against dodgers) or hold players up (against bashers) with your FG and zombies while the AG 3 players do the dirty work. If you have a chance to frenzy a player in the crowd do it, when you get up on players you can dominate.

Squig

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Post by slackman »

yeah, it might sound like overkill, but get your expensive players at the beginning, and forget about the ghouls. use the wights to score, the wws as your blitzers and you'll do just fine.

2 fgs
1 ww
2 wights
6 zombies
3 rrs
7-9 ff (whatever's left, its been a while)

i find that starting w/ 2 golems and 1 ww instead of 1 golem and 2 wws can actually help you win your first game and get the team started right. the golems will hold the line, and you dont want more than one unskilled wolf on the field at a time. in game 1, score 2 tds w/ the ww (more tds go to the wights) so you can get him block right away. then use the wights to score until you can afford your second ww. then do the same w/ him, 2 tds his first game. the key is to spread your spps around and use the wws to score on defense only. w/out regen, they're going to get hurt a lot, so you need your wights developed as much as possible. also, i try not to use ghouls unless absolutely necessary, as they are also lacking regen, and are even less durable at av7.

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Post by Leipziger »

If you want a team packed with potential ball carriers:

2 x ww
2 x ghoul
2 x wight
7 x zombies
rr x 3
ff 5

Cheers

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Post by berserker »

I started mine:
3RR-1FG-2WW-2ghouls-7zombies-8ff

And I am very happy with the team

The WW are the heart of the team, they hurt, they score.
In 1 or 2 matches they have block hopefully, mine got both block after the 2nd game, in just 4 games they have 14 and 19 spp without mvp!

The flesh golem looks good but I am not impressed with mine, one is enough for the first games, the 2nd was my first purchase after game 2.

Having a reserve let you foul or help you keep the numerical advantage you get thanks to the WW...

You'll be a lot more comfortable with 3 RR.

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Post by kadu-c »

Is it a long or short league ?

I started my team like this (only played 2 games for the moment):
1 WW
2 FG
1 Wight
1 Ghoul
6 Zombies (11 players)
3 RR
9 FF

Only 11 players, so be sure not to expose too much your postion players (particularly your WW...).
FG are long to earn SPP, so starting with 2 is a good choice. They're quite important on the LoS as you are quite sure they will keep it.
Only 1 WW because they earn SPP very quickly, and it's better not to have 2 very skilled WW at the beginning, and the rest of your team very poor.
1 Wight and 1 Ghoul. Well I prefered taking one of each to be more polyvalent.
3 RR is just a must have as you don't have any players with Sure Hands, and very few ones with Block (especially the WW !)
9 in FF. Very good to buy new (VERY) expensive WW when they die. And they will, as they are your opponent's main targets and don't have Regenerate.

On the 1st game, I was quite lucky to earn enough money to buy a 2nd Ghoul, as they are reliable ball carrier with their Dodge skill.
After the 2nd game, I haven't earn enough money to get the 2nd Wight (I have 80k).
I'll see after the 3rd game if i have enough money to buy the 2nd WW instead...

For the moment, I earned only one skill: AG +1 on my WW after the 1st game... :D
After the 2nd game, he had 11 SPP, so you can see that they become skilled quite quickly.

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Post by Vanadium »

Thx for all of the tips guys.

@kadu-c: I'm not sure about the length. At the moment we're still unsure how many is going to join, so its hard to say.

I think I'm going to start of with two flesh golems. They're tough, they''ve got stand firm, they've got regeneration and av9. While werewolves are good, they also have av7 in our league (much to my horror :( ). With no block, they're easy targets. Its also easier to spread around the spps around when there is only one wolf on the field. Harder to score, yea, but for a more balanced team...

I agree with Beserker. I'd feel a better with three rerolls rather then two. So I've ditched the ghoul for the reroll. I figure the wolf can be the ballcarrier and my wights concentrate on bashing a hole. Besides, ghouls are cheaper to get, so perhaps after the first game...

Crunching the numbers though, I can see that I have 110k left, and this is my current list:
2 fgs
1 ww
2 wights
5 zombies
3 rrs

Should I get a ghoul and have a ff 4 or should I get a zombie and ff8? I know there has been a debate on fanfactors, but as a team with expensive players, should I go for more ff or a ghoul? Which would be best in the long run, in your opinions?

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Post by Leipziger »

I'd go with the ghoul because he's got AG3 and with dodge, he also has an inbuilt reroll.

Cheers

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Post by TuernRedvenom »

Well I recently started my first ever necro team on fumbbl with the following startup:
1 FG, 1 WW, 2 Wights, 2 Ghouls, 5 zombies, 3RR, 8FF

My experiences so far: ghouls,weres and even wights are fragile. And your opponents know it. I have had some horrendous casualties against me so far. Shame is these players are just the ones that tend to earn all the SPP's, so when one of these guys gets crippled/killed it always hurts really bad. Should have started out with 2 FG's, they level soooooooooo slowly and before they have block they are turnover machines. I would rather ditch a ghoul then a wight tough, you really need those block skills whereas one ghoul for ball carrying is often enough.

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Post by Gus »

you need the 2 golems from the start, but they shouldn't be turnover machines. don't block with them all the time, only when really needed. 4 ST w/ Stand Firm is meant to protect your attack strategically, not to hit hard.

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Post by berserker »

TuernRedvenom wrote:My experiences so far: ghouls,weres and even wights are fragile. And your opponents know it. I have had some horrendous casualties against me so far.
I am 14-1 in casualties after 4 games, funny how different things can go!

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Post by berserker »

Vanadium wrote:Should I get a ghoul and have a ff 4 or should I get a zombie and ff8? I know there has been a debate on fanfactors, but as a team with expensive players, should I go for more ff or a ghoul? Which would be best in the long run, in your opinions?
8FF and zombie.
You need cash to buy your ghouls and ww, the lack of an apo means that you'll lose players (luckily there's regeneration on most)

Also helps with the kick-off

But in general I am not impressed at all by the wights, to me ghouls are way better for 20k less...

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Post by kadu-c »

kadu-c wrote:I started my team like this:
1 WW
2 FG
1 Wight
1 Ghoul
6 Zombies (11 players)
3 RR
9 FF
It was my roster.
I think that next time I'll start with 12 players. So I'll probably drop the Wight and 1 point in FF to get another Ghoul and a Zombie instead (and 8 FF).
12 players seem better as your players are not as strong as Orcs for instance.

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