Lizardmen

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

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Storch
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Post by Storch »

Ok, for a second there I was going to have to question your dice if you got that many doubles (though a Pass, Accurate, Nerves of Steel, Strong Arm skink would be a sight to behold). :)

I've always found it easier to build up the passing game from the other end. Both Catch and Diving Catch are normal rolls for a skink. If you are willing to run two of them down the filed together an unattended, you can stand them with a sqaure between them and then just pass to open square. That way most combination of scatter will give one of them a chance to catch it with a reroll to boot.

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NightDragon 2
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Post by NightDragon 2 »

I was simply referring to give a skink a skill that enables them to pass it easier without having to necessarily use a RR. Accurate or Pass. Hail mary would work against oppositions that are mainly fat,slow and ugly, such as Dwarves. Skinks can develop the catching aspect easily so having less chance of failing a throw would seem to be a good option on a double.

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Storch
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Post by Storch »

Fair enough.
I guess I never really considered spedning that much effort developing stunties as throwers, so thanks for making think a little.

On doubles I tend to go for block and Sure Hands as the Skinks are my ball carriers and those skills keep the ball in their hands. If I wanted to throw the ball all voer the pitch, I would play a team with pointy ears. :D

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DoubleSkulls
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Post by DoubleSkulls »

The HMP & Diving catch combo works pretty well for skinks...

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Ian 'Double Skulls' Williams
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Post by SSSSSSS »

i have been using lizzies for 4 years now and in the present league i have 6 saurus a krox and 5 skinks due to good blocking all saurus have block and a couple tackle or guard, the krox has had a blinder and had 11 cas in 8 games but no doubles. skinks i tend to stick to sprint etc and diving catch, on a doubles i always go for hail mary pass. i have found that with the HM pass i can run rings around a slow team and with an agile fast team i tend to block them to bits ( the last game i had i won 4-1 against a woody team and at full time they only had one player on the field).
with the HM pass option split your team into attack and hold, move half the saurus and skinks into the other half while trying to tie up as many opponants as you can with the rest. move the ball as far back to your base line as you can and when you have an area surrounded in the oppositions end throw to an empty square in the middle of your players even if you don't catch it you should be able to pick it up next turn and score. i have used this tactic many times and most coaches find it hard to counteract (except those blasted WD, but in the last game they were the first two players off)

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NightDragon 2
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Post by NightDragon 2 »

One of the first skills I give Saurus is break tackle. 6 mobile blitzers can be pretty awesome.

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falconeyed
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Post by falconeyed »

On an unrelated note, Hemlock (the skink star player) is an outright beast. MA 8 blodging side stepping jumping up stunty stabber. Killed two of my pro elves last night and was generally a menace. Managed to pull out the W, though, but that star player is outstanding in just about every possible way I can think of. It's a steal at 170k.

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fen
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Post by fen »

Hemlock is utter rubbish against the higher AV teams though. And all it takes is a Block, Tackle, Mighty Blow player to end any problems he might cause.

Elf teams that I've seen play against him don't let him last that long on the pitch. They tend to prioritise eliminating him highly.

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kithor2002
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Post by kithor2002 »

fen wrote:Hemlock is utter rubbish against the higher AV teams though. And all it takes is a Block, Tackle, Mighty Blow player to end any problems he might cause.
That type of player will wipe out every blodge player with low armour. :wink:

Anyway Hemlock is a very good Starplayer.

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