Lizardmen

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Bryan
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Post by Bryan »

In our 'mini-league' several of my Lizardmen have begun to advance. So far I have given all my Skinks who have advanced Side Step. I like this as it allows me to run them up the edge and still make them tough. However a couple are close to a second advancement and if its a regular skill what do you recomend?

Likewise Saurii. I went with Block because I found it useful but what else? Or what should I take instead when my club starts a real league in September?

Likewise whats a good start? Everyone seems to use like 6 Saurii and 4 or 5 Skinks........I prefer to use around 8 Skinks and 4 Saurii. Thoughts? I want a good chance as this is will be my first real league play.

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Post by rodders »

Guard and break tackle are good for saurus and mighty blow
for skinks diving tackle, sprint, sure feet and if its lrb5 sneaky git

I usually start with 5 saurus and 6 skinks for a solid foundation

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Post by Bryan »

All right I see why Sure Feet and Sprint. However why Diving Tackle? I can see it has some use but it seems alot of people recomend this for Skinks is there a reason why?

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Post by Storch »

Well my lizards a chugging right along in our local league at 13-1-1.
I will try to pass along the few bits of wisdom I have gleaned so far:

Saurus:

-try to give one the ball any time there is a touchback on a kick. They have so little ball handling abilities that it will really help their advancement by marching down the field and givingthem the TD.

-Block is suually the first choice for me as I use them on the line mostly, but break tackle will never be a bad choice.

-Kick is a nice choice for one Saurus as you then take him off the line and use him as a strong safety.

Skinks

-You are looking for stats and doubles. While Leap and Side Step are nice, a good rule is if you hit your third skill withot eithe ra stat or doubles, you might want to think about retiring him and starting fresh. It may sound harsh, but let me tell you from experience, a +AG, +ST skink with Block and Sure Hands is a marvel to behold (the dice love my skinks, what can I say?).

-If it fits your style, skinks can be turned into fairly competent receivers. Catch and Diving Catch mean you can run into your opponent's side of the pitch and set yourself up for a TD next turn. Now, a caution, be careful about doing this or people will catch on and your skinks will havea bounty on their heads as soon as they cross the LoS.

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Post by Mightypeon »

I usually try to specialize my Skinks a bit, more than 2 usually wont need Sidestep (although its always nice to have) so some others can go with Diving Tackle.
Diving tackle is nice on Skinks, as it really increases your chances of stopping super Agile players in an early league (where you dont have any Tackle skills).
Catch is also nice as Lizards hand off quite a lot.
In addition, opponents always tend to forget it.
On doulbes, take Block or Sure Hands.

For Saurus: Block first is a necisity, although one should get break tackle first.
You can usually prevent you Safety Saurus from beeing tied up by placing another player next to him (who can than Block the Tie upper away).
You should aim for a trio of Saurus with Block and Guard, who will b you main liners, and deliver take down or mobility skills to your other guys.

On Doubles, Take Standfirm for a future Linehugger and Frenzy for a mobility player.

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Post by DoubleSkulls »

Skinks sort of fall into 3 categories for me (and given that you'll normally have 9 on team these sort of work as "offensive" and "defensive" teams).

Offensive: Sure Feet, Sprint, Catch. designed to take the ball and score quickly. Some prefer catch 1st, personnally I prefer the guaranteed extra speed over the catch reroll and catch tends to focus SPPs a bit too much. Also catch is useless if/when your opponent has the ball

Defensive: Sidestep & diving tackle. Ultimate nusicance players since they can get anywhere are annoy the hell out of your opponent. However they don't live long as they get hit often.

Specialist: those with doubles (sure hands, block, strip ball) or stat increases. Often you'll field them on

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Post by Fronko »

On what?

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Post by Darkson »

On toast?

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Post by DoubleSkulls »

:oops: both offence & defence :oops:

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Post by kano »

I heard that skinks taste like chicken...... :-?

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Post by NightDragon 2 »

Lizards are a team I like a lot. Saurus I nearly always give break tackle so they can give blocks to free up skinks and a hand off. Other than that they need m.blow and piling on. Skinks you need to vary IMO. Sprint, surehands, catch, block (to make them tougher to smack) are all good and useful. The key is to use the skinks pace and to get your Saurus in to good blitzers hence why break tackle is so good.

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Post by stick_with_poo_on_the_end »

My wife Harriet " the lizzie Queen", Swears by block on all the saurus, maybe bar 1 B Tackle. then sidestep as many many skinks as poss, Guard on the krox.

These are of course on single rolls.

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Post by Rabid_Bogscum »

all sound advice so far. I second the mainly Block, then Break Tackles on the saurus. I havent found them needing guard so much but it depends what races are in your league. Mighty Blow can help.. since they are so painful to skill up. Doubles... stand firm, frenzy, dodge.

Skinks, sidestep and diving tackle are gold. they are a running team rather than a passing one so the obvious.. surefeet, sprint, catch. Maybe ther odd diving catch
Doubles as said... block, sure hands... consider hail mary for one...cant be intercepted so dont need to worry about safe throw double etc

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Post by Storch »

I wouldn't write them off as a passing team.

Sure they aren't elves, but a couple of lucky skill rolls and you can have a couple of AG4 catchers with Diving Catch and Catch. From there, just about anyone can throw and most of the time it wil work out to be a completion.

As a bonus, few people expect to see Lizards pass, so they don't really defend against it. Once you score with a pass, then they cover the pass making the run easier.

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Post by Markus »

I usually get a saurus with tackle as first skill, for those blodgers it's nice to have one. And tackle on a skink is not the first choice for a double. Kick is my first skill for skinks on a double. 2nd is sure hands. Block and guard are nice too, but it depends on the prior skills.

On normal rolls all my skinks get sidestep and diving tackle, maybe one gets catch.

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