Lizardmen

Want to know how to beat your opponents, then get advice, or give advice here.

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DesTroy
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Post by DesTroy »

Here's another thought: why not give skinks the Guard skill if you really want them to be defensive nuisances? Gives them a better chance of knocking opponents down (which obviously helps keep them alive longer). Plus with a typical skink's MA they can probably assist on most blocks/blitzes if you space them out correctly, thus making Guard more useful.

Thoughts? Impressions?

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Post by DoubleSkulls »

Guard requires a double for a skink - and I'd much rather have block, strip ball, sure hands ...

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Post by bouncergriim »

On doubles the first thing I would take for a skink is Hail Mary. This way if your opponent forgets to keep someone way back on their side of the pitch and you get the ball, you can toss it there and probably have a skink recover it more quickly than your opponent can get back to the ball.

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Post by DanielLaw »

Hi All,

I am thinking of using Lizardmen in an LRB5 short league followed by playoffs. The rules are as follows:
- 7 matches in an open format
- Best 4 results determine which 4 teams go into the playoffs
- House Rule: All casualties count as Badly Hurt in a team's first two games

Given the rules above and the length of the league I was thinking of starting with:
5 Saurus
6 Skinks
4 Rerolls

Can anyone offer me any advice? I figure that given I know the Skinks will be alive for the start of game three I can start with one less Saurus and one more re-roll.
Thanks.

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Post by kano »

Not a bad line-up.....You will need the RR with your lack of block and ball handling............

If you are a gambling man, and have a lot of dodgy teams in your league, you could go with this:

1 Kroxigor
6 skinks
4 saurus
3 RR

A big guy with MV6, MB, and PT could be a nice addition in a shorter league. Who knows, you maybe can even skill him up a little and have a menace for the playoffs....... :D Then hopefully your winnings rolls will be good, then you will have your apothecary by Game 2, and your 5th Saurus by game 3-4......In such a short league, you may be better off taking the Kroxy and frontloading your team. I know with the Skaven shorter leagues, even at an overpriced 160K, a lot of people start with the Rat Ogre. I think the same principle would apply with the Kroxigor......I watched this guy play his lizards against a high elf team, and the Kroxigor as a safety came in quite handy, making dodging more difficult.....But he didnt fail his bonehead rolls either..... 8) And MV 8 skinks with dodge can help out if he did......

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Post by kithor2002 »

Wrestle for a skink (double roll) could also be effektiv.
Dodge into the cage and take that 2 dice block against you (on a blitz).
On a both down result you'll have blocked the ball free....

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Post by fen »

Surely Strip Ball would be the better choice if that was your plan. Push Backs are twice as likely as a Both Down on the Block dice.

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Post by kithor2002 »

Yep that's true; but wrestle helps you also in defence due your skink will not suffer an armour roll (and survive longer)

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Post by Mad Jackal »

And sure hands stops strip ball.

while blodging ball carriers hate the wrestler who gets to sue it.

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Post by DanielLaw »

Thanks for the advice so far.
What about Dauntless on skinks? Is that worth spending a double on to allow them to blitz into a cage?

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Post by Storch »

If you plan on blitzing into a cage, no, I would say Dauntless would be a waste as you are still proabaly going to have assists going against you, making it a 2 dice block, opponent's choice. That's pretty much what you would have most of the time anyway, so I would go with something with a little more utility.

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Post by kithor2002 »

For double I would say: block, wrestle sure hands.

Some take Dirty player on a skink. But I think you should not waste a potential ball carrier for a foul; especially under the LRB5 fouling rules where you automatically will be sent off on a double roll.

And if you know how fragile your skinks are you'll not foul with them. :wink:

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Post by NightDragon 2 »

For a double I would try and develop a thrower or go for Boncers hail mary suggestion. Other than that I would try for anything that increases their catching or general agility in particular surehands, catch and leap. The most effective Skinks I have ever seen are those which got AG increases. Didn't last long ofcourse, but looked good when they were about. Develop a thrower on a double roll.

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Storch
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Post by Storch »

How would you develop a thrower?

I am not trying to to be rude, I am just curious as my only teams have been lizards and chaos dwarves, and I was under the impresion that a "thrower" would want many of the skills in the Passing category, all of which would be doubles on a skink.

Tt just seems to be asking a bit much to roll that many doubles for one player.

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Post by bouncergriim »

You can't develop a true thrower, that is why I suggested the hail mary skill. It allows you to get the ball down field without having to carry it there. Skinks because of stunty are as likely as an ag2 to fumble. Hail mary deals with that well, you only fumble on a one and no other modifiers apply. That and it is easy to get a mess of skinks down field if you are willing to sacrifice a couple in the process.

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