Experienced Necro coach in need of help for late skills
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Experienced Necro coach in need of help for late skills
I have in my opinion a good Necromantic team.
My skill progression thus far is as follows ( I will not post the starting skills for these players)
Zombie~Nothing
Zombie~Block, Dirty Player
Zombie~Block Tackle, Guard
Zombie~Block
Zombie~Block Tackle
Zombie~Nothing
Ghoul~Block, Sure hands, Sidestep AG+1
Ghoul~Block, AG+1
Flesh Golem~Block, Guard, Mighty Blow
Flesh Golem~Block, Guard, MA-1
Werewolf~Block, Dodge, Sidestep, Stripball, Tackle
Werewolf~Block, Dodge, Sidestep, Tackle
Wight~Tackle, Stripball
Wight~Nothing
Zombie~Block
Now I can level up my Werewolves pretty fast if I choose too. I am trying now to make my ghouls and wights more of a force to be reckoned with. The wolves in my first season were my primary do everything players. Now that both are a mighty beatstick I work on the other players that get "neglected" or so to speak. The Flesh Golems who take about 67 years to skill up just scored 2 TD's each in my past 2 games to bring up their skills. The Zombies get random Casualities, and MVP's with the occassional completion to earn that skill. Now takeing into consideration that I use my ghouls as passers and players to just be annoying and the one with sure hands to hold the ball against the Strip ball teams. They get their points and since both have AG4 that really helps.
My major problem now is the Wights skills, and the next ones for my werewolves and ghouls.
I was thinking for the more skillful Wolf shadowing and the other I am not sure.
For the Wights pray for a doulbe and if not pass block, or shadowing even. Tackle being number 1 choice for them.
Ghouls I can give them like tackle/diving tackle. Or is there other thigns that are better on normal rolls?
My skill progression thus far is as follows ( I will not post the starting skills for these players)
Zombie~Nothing
Zombie~Block, Dirty Player
Zombie~Block Tackle, Guard
Zombie~Block
Zombie~Block Tackle
Zombie~Nothing
Ghoul~Block, Sure hands, Sidestep AG+1
Ghoul~Block, AG+1
Flesh Golem~Block, Guard, Mighty Blow
Flesh Golem~Block, Guard, MA-1
Werewolf~Block, Dodge, Sidestep, Stripball, Tackle
Werewolf~Block, Dodge, Sidestep, Tackle
Wight~Tackle, Stripball
Wight~Nothing
Zombie~Block
Now I can level up my Werewolves pretty fast if I choose too. I am trying now to make my ghouls and wights more of a force to be reckoned with. The wolves in my first season were my primary do everything players. Now that both are a mighty beatstick I work on the other players that get "neglected" or so to speak. The Flesh Golems who take about 67 years to skill up just scored 2 TD's each in my past 2 games to bring up their skills. The Zombies get random Casualities, and MVP's with the occassional completion to earn that skill. Now takeing into consideration that I use my ghouls as passers and players to just be annoying and the one with sure hands to hold the ball against the Strip ball teams. They get their points and since both have AG4 that really helps.
My major problem now is the Wights skills, and the next ones for my werewolves and ghouls.
I was thinking for the more skillful Wolf shadowing and the other I am not sure.
For the Wights pray for a doulbe and if not pass block, or shadowing even. Tackle being number 1 choice for them.
Ghouls I can give them like tackle/diving tackle. Or is there other thigns that are better on normal rolls?
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I won't give the Ghouls Diving Tackle.
For the one with Block and + AG I would consider giving him also sidestep.
For doubles I would take pass.
Shadowing on a WW would be a good choice as it would be also good for one to give him Pro.
Four Doubles give them Mighty Blow or Jump up.
As you mentioned that the FG need quite a lot of time to develop it's a hard decission if you replace the one with -MA.Sure he has the two needed skills now.But once he's down he only may stand up or you have to do the GFI rolls for further actions.
So if you have money left I would replace him and buy another one.
For the Whights you also can give them Pro for a normal skill roll. For doubles I would take guard. The unskilled one needs tackle first.
The zombies have good skills especially the one with 3 skills. Anyway you need at least a 2nd dirty player (better 3 ).
I also would consider to add a kicker for the team.That skill could be taken for a zombie which already has one or two skills.
For the one with Block and + AG I would consider giving him also sidestep.
For doubles I would take pass.
Shadowing on a WW would be a good choice as it would be also good for one to give him Pro.
Four Doubles give them Mighty Blow or Jump up.
As you mentioned that the FG need quite a lot of time to develop it's a hard decission if you replace the one with -MA.Sure he has the two needed skills now.But once he's down he only may stand up or you have to do the GFI rolls for further actions.
So if you have money left I would replace him and buy another one.
For the Whights you also can give them Pro for a normal skill roll. For doubles I would take guard. The unskilled one needs tackle first.
The zombies have good skills especially the one with 3 skills. Anyway you need at least a 2nd dirty player (better 3 ).
I also would consider to add a kicker for the team.That skill could be taken for a zombie which already has one or two skills.
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Properly developed team.
Side Step for the second Ghoul as well, perhaps followed by Sure Hands.
Diving Tackle/Tackle sound good (if your league consist of blodgy teams Tackle first perhaps). Pass Block might be good as well depending on the league's other races. Guard on doubles.
Tackle for the 2nd Wight is a no-brainer, Pro as a 3rd skill doesn't sound too bad. Guard on doubles.
Both Diving Tackle and Shadowing (and perhaps even Pro) would seem to be decent skillchoices for your Werewolves. Jump Up on doubles for sure. MB might help to skyrocket their SPPs further, but JU should win you far more games than MB ever would.
And you could really use a Kicker there, if you can't get it for a Zomie in time, I'd even consider it on a Wight with Tackle.
Side Step for the second Ghoul as well, perhaps followed by Sure Hands.
Diving Tackle/Tackle sound good (if your league consist of blodgy teams Tackle first perhaps). Pass Block might be good as well depending on the league's other races. Guard on doubles.
Tackle for the 2nd Wight is a no-brainer, Pro as a 3rd skill doesn't sound too bad. Guard on doubles.
Both Diving Tackle and Shadowing (and perhaps even Pro) would seem to be decent skillchoices for your Werewolves. Jump Up on doubles for sure. MB might help to skyrocket their SPPs further, but JU should win you far more games than MB ever would.
And you could really use a Kicker there, if you can't get it for a Zomie in time, I'd even consider it on a Wight with Tackle.
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I second this.Mirascael wrote:Properly developed team...
And you could really use a Kicker there, if you can't get it for a Zomie in time, I'd even consider it on a Wight with Tackle.
It seems like a waste of a skill sometimes, but it really isnt. Necros need a kicker and most you'll find it will disrupt your setup putting a zombie in kicking position. A kicker is a good addition when you have lots of sidestep and diving tackle to harry and disrupt your opposition on defense.
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I am going to probably do something like this for a normal skill roll
Ghoul with block and AG+ will get sidestep next
The other ghouls will get tackle next.
Wight with tackle getting pro.
Other Wight tackle.
Werewolf with more skills shadowing.
Other wolf shadowing as well
Zombies one getting kick, and another one or 2 with dirty player.
Flesh Golems eh...Idk about buying a new one. I want to see how badly he is in the games I use him in. He did good in his first game with -1 MA
Doubles
Ghouls are not getting pass because of the AG4.
Prolly Jump Up
Werewolves Jump Up or Mighty Blow
Wights Guard
Zombies Guard
And on the FG's I was going to slap a dodge on one of them making him a pretty sick player .
Ghoul with block and AG+ will get sidestep next
The other ghouls will get tackle next.
Wight with tackle getting pro.
Other Wight tackle.
Werewolf with more skills shadowing.
Other wolf shadowing as well
Zombies one getting kick, and another one or 2 with dirty player.
Flesh Golems eh...Idk about buying a new one. I want to see how badly he is in the games I use him in. He did good in his first game with -1 MA
Doubles
Ghouls are not getting pass because of the AG4.
Prolly Jump Up
Werewolves Jump Up or Mighty Blow
Wights Guard
Zombies Guard
And on the FG's I was going to slap a dodge on one of them making him a pretty sick player .
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Big mistake in my book. Jump Up always sucked for me, except on blitzer-type players.Bizzy wrote:Doubles
Ghouls are not getting pass because of the AG4.
Prolly Jump Up
Besides, Accurate is widely considered to be superior to Pass in your case.
Anyhow, I fail see how your team could benefit more from any skill but Guard. As blodgy sidesteppers with Guard they'd be better than with any other double-choice.
Let's see:Werewolves Jump Up or Mighty Blow
For your Werewolves, MB will affect injury rolls exclusively. Assuming 10-12 succesful pows a game for them this should, against AV 8 (which I consider to be 6 because of Claw) approximate 6 injury-rolls. MB will make the difference for 25% of these rolls. To keep it simple you can assume that MB will make a difference twice against AV 7, once against AV 9 and once or twice against AV 8 on average.
Considering how often Werewolves are knocked down in a game (as the oppopnet's enemy no 1 and primary target), their additional JU-blocks, blitzes and moves should have a much higher impact on your games than MB could ever have, actually you might even be able to net much more casualities through the increased number of pows, armour breaks, subsequent fouls, less knockdowns against you, better positioning for blocks etc. At Least from my experience a JU-werewolf is far more annoying to play against than a MB-werewolf as it can be incredibly hard to contain a JU-werewolf. The more I think about it the more I'm certain that MB would be a really poor pick there, unless your up against AV 7 teams almost exclusively, in which case I might consider it a mediocre pick (I'd still prefer JU all the way).
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Yea I have to agree with you on this here. Jump up is superior to MB in this case.
The ghouls with guard I didnt think of and that might be a good choice. Jump up on a ghoul was thought of as a skill to keep them on their feet. But you are correct.
As for the wolves Jump up puts him back on his feet in no time at all and thats always a good thing to have happen.
The ghouls with guard I didnt think of and that might be a good choice. Jump up on a ghoul was thought of as a skill to keep them on their feet. But you are correct.
As for the wolves Jump up puts him back on his feet in no time at all and thats always a good thing to have happen.
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My team played an Undead team today. Granted it was only 2-1 but my team teared this guys apart.
My necros now look like this.
Zombie~Block
Zombie~Block, Dirty Player
Zombie~Block Tackle, Guard
Zombie~Block
Zombie~Block, Tackle, Guard
Zombie~Nothing
Ghoul~Block, Sure hands, Sidestep AG+1
Ghoul~Block, AG+1, AG+1
Flesh Golem~Block, Guard, Mighty Blow
Flesh Golem~Block, Guard, MA-1
Werewolf~Block, Dodge, Sidestep, Stripball, Tackle
Werewolf~Block, Dodge, Sidestep, Tackle
Wight~Tackle, Stripball
Wight~Nothing
Zombie~Block
I picked up three skills.
Guard on a Zombie, Block on a Zombie, and Another AG increase on a Ghoul.
So now I know how to level up my Wights with tackle, sure hands, pray for doubles or stat increases.
I know waht I am doing on my Werewolves, and Flesh Golems.
Here is the quandry. What does the AG5, blodge Ghoul get next. I like haveing 2 AG 4 ghouls but now I have an AG 5 one which is amazing.
My necros now look like this.
Zombie~Block
Zombie~Block, Dirty Player
Zombie~Block Tackle, Guard
Zombie~Block
Zombie~Block, Tackle, Guard
Zombie~Nothing
Ghoul~Block, Sure hands, Sidestep AG+1
Ghoul~Block, AG+1, AG+1
Flesh Golem~Block, Guard, Mighty Blow
Flesh Golem~Block, Guard, MA-1
Werewolf~Block, Dodge, Sidestep, Stripball, Tackle
Werewolf~Block, Dodge, Sidestep, Tackle
Wight~Tackle, Stripball
Wight~Nothing
Zombie~Block
I picked up three skills.
Guard on a Zombie, Block on a Zombie, and Another AG increase on a Ghoul.
So now I know how to level up my Wights with tackle, sure hands, pray for doubles or stat increases.
I know waht I am doing on my Werewolves, and Flesh Golems.
Here is the quandry. What does the AG5, blodge Ghoul get next. I like haveing 2 AG 4 ghouls but now I have an AG 5 one which is amazing.
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Depending on how bashy your league is, strip ball perhaps?
I've had 4 ghouls with guard on my fumbbl undead team and they have all died bar the new one
Dont rely on ghouls to live.
I have an ag5 wight on my fumbbl team also (he's st4 also, with dodge and tackle
). I use him for knocking the ball loose and then picking it up in mutliple tackle zones. He's probably a little more special than you ghoul at the moment, but ag5 necro players are awesome... you've got a decent passer for your wolves now.
I'd almost always expect Undead to outbash Necros, so you must be good.
I've had 4 ghouls with guard on my fumbbl undead team and they have all died bar the new one

I have an ag5 wight on my fumbbl team also (he's st4 also, with dodge and tackle

I'd almost always expect Undead to outbash Necros, so you must be good.
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Still no Kick?Bizzy wrote:I picked up three skills.
[...] Block on a Zombie [...]

Leap.Here is the quandry. What does the AG5, blodge Ghoul get next. I like haveing 2 AG 4 ghouls but now I have an AG 5 one which is amazing



(double means Guard of course, in that particular case Leap afterwards)
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