Skill Advances for 5.0 Necros

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Drool_bucket
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Skill Advances for 5.0 Necros

Post by Drool_bucket »

Seeing the starting roster thread began to evolve into a development thread...

Werewolves: Block, Tackle
Doubles: Dodge, Mighty Blow

Flesh Golems: Guard, Block, Mighty Blow
Doubles: Jump Up(?)

Wights: Guard, Strip Ball
Doubles: Dodge

Ghouls: Sure Hands, Block, Fend
Doubles: Pass

Zombies: Wrestle, Kick (x1)
Doubles: Guard

Just initial thoughts, interested to hear what everyone else says.

I couldn't find anything that seems worthwhile for a FG with a doubles roll...

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fen
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Post by fen »

Werewolves don't need Doubles for Dodge, they have Agility access on normal rolls. I certainly wouldn't take Wrestle on Zombies, they're too slow to make use of it.

My development choices for Necro aren't exactly standard.

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Post by Vincekiller »

1 WW : your blitzer : Block, Tacle, pro or maybe dauntless
doubles : Mitghy blow / jungernaut

Your second WW : more defensive: block, dodge, side step or jump up
doubles : Mitghy blow

first FG cage penetrator : Block , guard, Migthy blow, frenzy
double : diving tacle
Second FG defensive cage : block, guard, grab, migthy blow
Double : don't take you have a lot of good normal skill you only choice could be leader

Wight back line: Strip ball, tacle, frenzy/kick off return
Double : side step, diving tacle
Second wigth in the melee : Migthy blow, Piling on, grab
double : jump up

Ghoul ball carrier : block, sure hands, side step/fend
double : no really good skill take a normal one
SecondGhoul defensive : block, side step, diving tacle
double : only leader or choose a normal skill

Zombie : Block - 1 kick- 1or2 dirty player
Doubles : leader, guard

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Post by z3d »

Zombies with wrestle can be good on the LOS - against dwarf for example.
Werewolf double is mighty blow (the new claw+MB combo is almost as good as the old claw), second double for me is juggernaut or piling on. normal is block, dodge/tackle.
for wights guard is a good choice, against bashy teams 4 normal roll guard (2 wight/2 fg) is needed.

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Post by z3d »

my dreams came true when i rolled my second double with my MB/block wolf. i think two options are the best: juggernaut & PO. in the PO topic i was adviced not to pick PO because i'll end with a dead wolf (and i listen them, because their posts shows me that they know what they are talking about), so PO is not a good choice then.
but i'm thinking of that i need juggernaut or tackle more? we had some blodger catchers and gobbos in our league, so what is the best for the team?

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Post by fen »

Jugger on the doubles, take tackle after that. Jugger is ace with Werewolves.

Neutering Fend, Wrestle, Stand Firm and optionally giving you that extra pushback when you want it is fantastic. The only players safe on the sidelines will be Side Step Players then.

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Post by TzTz »

I'm just curious, what's so good about juggernaut? Especially considering you already have block you will almost never need it. Okay it combines together with Frenzy for an extra Block, but i don't find it that great. I'd rather pick grab or not care about rolling doubles at all and take one of the general or agility skills.

I'm not very experienced, tough. Just asking in order to understand it better :). We're going to start a LRB5 League soon.

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Post by Mootaz »

The major advantage of Juggernaut is that it overrides Stand Firm and Fend, 2 skills that are high on the list to take against Crowd Pushes. So with the sole exception of Sidestep, no one is safe against a Frenzy Juggernaut.

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Re: Skill Advances for 5.0 Necros

Post by grotuk »

Werewolves: Block, Dodge, Tackle
Doubles: Mighty Blow (No more doubles needed)

Flesh Golems: Block, Mighty Blow, Guard
Doubles: Dodge

Wights: Guard, Strip Ball, Tackle
Doubles: Dodge (No more doubles needed)

Ghouls: Block, Sure Hands, Side Step, Fend
Doubles: Accurate

Zombies: Block, Dirty Player, Kick (x1)
Doubles: Guard, Sneaky Git

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Post by Joemanji »

Mootaz wrote:The major advantage of Juggernaut is that it overrides Stand Firm and Fend, 2 skills that are high on the list to take against Crowd Pushes. So with the sole exception of Sidestep, no one is safe against a Frenzy Juggernaut.
That is secondary IMO. The major advantage of Juggernaut is that it increases your chances of getting a push result (from 53% to 75% on 2D blocks). This makes crowd pushes much more likely in combination with Frenzy.

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Post by Joemanji »

Grotuk has the skills more or less. I might take Guard first for a FG, then Block, but that is just a personal preference. Pass is a double I might take over Accurate for a Ghoul.

The only place I disagree is Wights:

Wight 1 : Tackle, Strip Ball/Guard
Doubles : Dodge

Wight 2 : Mighty Blow, Piling On, Tackle
Doubles : Jump Up

You need a player with Tackle early, and Weres are not likely to get it until their 3rd skill at the earliest.

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Post by grotuk »

Joemanji wrote:Grotuk has the skills more or less. I might take Guard first for a FG, then Block, but that is just a personal preference. Pass is a double I might take over Accurate for a Ghoul.

The only place I disagree is Wights:

Wight 1 : Tackle, Strip Ball/Guard
Doubles : Dodge

Wight 2 : Mighty Blow, Piling On, Tackle
Doubles : Jump Up

You need a player with Tackle early, and Weres are not likely to get it until their 3rd skill at the earliest.
For the FG...Block first has an explanation :p More Knocked down oppos means more SPP, and this means faster reach to the next skill :P Same with MB.

For Accurate against Pass...The chances are not much better for Pass and many times you can repeat the pass with the RR you have. So I prefer this option.

About the Tackle...in LRB 4.0 i used to take always as first skill...but know i have my doubts. Probably will take one with the skill list i wrote in my last post and other one starting with Tackle then guard and then mighty blog.

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Post by z3d »

I must decide between block and guard on a golem, my next match will be against a dwarf team, and after it two orcs (in semi-final and final i hope ;) )

Block helps me to stand but guard helps my block/MB wolves (yes, both of them rolled a double :D) to clear the pitch. I have two guard wight already.

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Post by TuernRedvenom »

I have two guard wight already.
Everyone repeat after me:
You can never have enough guard!

:wink:

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Post by z3d »

I can never have enough guard.
I can never have enough guard.
I can ... :D

Anyway, if someone wants a good thrower in the team with one double, choose a wight: accurate with double skill and strong arm and sure hands with normal skill.

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