Wight skill progression in leagues???

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DamianTheLost
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Wight skill progression in leagues???

Post by DamianTheLost »

Hi!

I realize a lot of people are posting questions about necro team progression and here is one to add for it. I'm in a league of eight teams (skaven, dark elf, high elf, 2x orc, norse, human and my necros). It is a fifteen game league with a midseason cup of max. four games + great winnings and I hope to play my team in the next season tournament too. We've played three games already and I've had three straight wins so far hooraay ;-)

My team is:

2x FG
5x Zombies
2x Ghouls one with block
2x Weres both with block
1x Wight (am gooing to buy a second soon as possible)
2x RR
10X FF
10k in treasure

My question is: how do u define the role of the wight in LRB 5.0. Is he a blocker that assists where possible with guard, tackle and such or is he a possible thrower with Stong arm and sure hands? My wight just had a skill up, and I don't know what to take. In LRB. 4.0 I used the ghouls to carry the ball with sure hands and then hand it off or possibly trow it if needed, but now I use them as blitzing blodgers rather than choosing sure hands as their first skill. I think u need at least one player that is quite capable of picking up the ball, but should it be a wight now?

Generally I think the wolwes need Block/dodge then maybe sure feet, side step, or tackle (Mighty blow on a double).

The Flesh Golems need block then guard (but it takes ages to get there).

The zombies need block, kick and dirty player, but hasn't this skill been crippled a lot in LRB 5.0, I mean is it worth a while anymore?

Like I said ghouls need block to survive, then sure hands if the wight dosn't get it and then side step, sure feet or maybe even fend.

Give me your thoughts please....

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TennBoy
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Post by TennBoy »

Seeing as 4 out of the 7 teams will have multiple blodgers running around, I would make the wights anti-blodgers by turning them into Wracklers (Wrestle and Tackle) I won't waste my skills on giving him sure hands, just use team re-roles (which you Desperately need more of).

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Post by Snew »

I was gong to say Tackle too. Strip Ball, Dodge on Doubles. Make them mobile. Kill the Blodgers!!!! There are plenty in your league.

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Post by DamianTheLost »

So strong arm + sure hands is not a good choice. Is wrestle really that good a skill, I mean what about guard + tackle to gain the defensive upperhand against the other teams? I see the point in wrestle + tackle. Against Norse it is an obvious bonus and also against the blodgers but I need more strengh against the orcsies

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Post by TuernRedvenom »

DamianTheLost wrote:So strong arm + sure hands is not a good choice. Is wrestle really that good a skill, I mean what about guard + tackle to gain the defensive upperhand against the other teams? I see the point in wrestle + tackle. Against Norse it is an obvious bonus and also against the blodgers but I need more strengh against the orcsies
Don't take wrestle, it's no good on a wight as he already has block. Just rely on skills like Tackle, Mighty Blow, Guard, Pro, ...

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Post by Papa Sebco »

"Don't take wrestle, it's no good on a wight as he already has block"

That's true it's better not to give wrestle to your blockers cause these two skills sometimes cancel each other. But when you just give it to your sacker player, it's a bit different. I mean, having Tackle and Wrestle is really usefull when the opponent ball carrier has blodge, even if you have block yet (on a pow/skull, sure you will choose to wrestle both players to the ground). :wink:

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Post by TuernRedvenom »

Papa Sebco wrote:"Don't take wrestle, it's no good on a wight as he already has block"

That's true it's better not to give wrestle to your blockers cause these two skills sometimes cancel each other. But when you just give it to your sacker player, it's a bit different. I mean, having Tackle and Wrestle is really usefull when the opponent ball carrier has blodge, even if you have block yet (on a pow/skull, sure you will choose to wrestle both players to the ground). :wink:
Problem is, in a necro team you can't really build a designated sacker as you can with eg elves. They lack the mobility to set up the sack right. An elf can just leap in or dodge through. Necro's need all their positionals to work to set up a ballcarrier blitz, there's no garantuee whatsoever that your wrestle wight is in a good position to hit the ball carrier when that happens (and that is almost the only situation where wrestle is usefull for him). If you give wrestle to a wight you're giving him a very situational skill.
Besides, werewolves are already pretty good players to hit ball carriers with Frenzy and later Block and Tackle added.
I also wouldn't give wrestle to ghouls or wolves because they will be fouled.

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Post by TennBoy »

Against Norse it is an obvious bonus and also against the blodgers but I need more strengh against the orcsies
Even with the 2 FG and the 2 WW you can't match strength agianst 4 BoB and 4 blitzers, however with 2 Ghouls and 2 WW and 1 Wight, you sure as hell can out manuever them.

The great thing about Wrestle is that you can decide to use it or not to, when your wight hits a blodger with the ball and you both go down, he loses the ball but using the skill doesn't end your turn. If you hit someone who doesn't have the ball, don't use the skill.

Give guard to the FG's @ ST 4, giving guard to the wight @ ST3 and AV 8, it puts to big of a target on him.

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Post by TuernRedvenom »

TennBoy wrote: Even with the 2 FG and the 2 WW you can't match strength agianst 4 BoB and 4 blitzers, however with 2 Ghouls and 2 WW and 1 Wight, you sure as hell can out manuever them.
Very true.
The great thing about Wrestle is that you can decide to use it or not to, when your wight hits a blodger with the ball and you both go down, he loses the ball but using the skill doesn't end your turn. If you hit someone who doesn't have the ball, don't use the skill.
As I said before, that's very situational. With average movement and average agility making sure that your wrestle wight will actually get that shot at a blodging ball carrier and then consequently not roll a POW or POW/Dodge but will roll a Both Down (Tackle should be first skill)... It won't happen very often, and that's an understatement.
Give guard to the FG's @ ST 4, giving guard to the wight @ ST3 and AV 8, it puts to big of a target on him.
Agreed on the FG. Giving Guard to a wight will make it a bigger target? I wish that were true so people would stop gunning after the wolves and ghouls!
In my experience Were's and Ghouls are always the target number 1, followed by the wights. If your opponent goes after the guard Wight first that's great as it takes the pressure off your other, faster AG 3 players a bit, but I doubt many opponents will do that. :)

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Post by Cramy »

Tuern is right. Unless your Wight gets really nasty, your opponents should be going after the Wolves and Ghouls. That's what I always do at least.

For the Wight skills, given your league composition, I would give him tackle first. Same for your other Wight once you get him. The second skill could be Guard or Mighty Blow. Not convinced on Wrestle yet, but I have to admit I have not had the opportunity to try this skill.

I tend to give ball-carrying / mobility skills to my Ghouls. I develop my Wights as defensive blitzers and "hole makers" for the offense. The Wolves get block and dodge, and then they are good at both ball carrying, making holes, pushing people in the crowd, and obviously attract lots of attention. Mighty Blow can be nice on them later.

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Post by DamianTheLost »

What about skills for ghouls after they've become blodgers? Side step or fend maybe. Well obviously one needs sure hands in my opinion so I won't waste rerolls. What about a third skill for wolwes after the've become blodgers. Side step/tackle/sure feet/jump up?

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Post by fen »

My progression for the Necro team tends to be:

Wights: Guard, Mighty Blow, Stand Firm, Tackle, Grab Doubles: Dodge or Side Step
Ghouls: Block, Sure Hands, Side Step, Fend Doubles: Guard
Werewolves: Block, Dodge, Tackle Doubles: Juggernaut, Mighty Blow
FGs: Block, Guard, Mighty Blow, Grab
Zombies: Block, Tackle - some DP, one Kick Doubles: Guard

Tackle is a somewhat fluid choice, depends on the other teams in the league as to when I'll pick it.

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Post by wesleytj »

wights should generally go guard, tackle, mightyblow imo. dodge on doubles. do not make them passers, it's a square peg in a round hole.

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Post by Snew »

I do really like Sidestep on Guarding players and would probably take it over Dodge on a double.

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Post by Richy »

Snew wrote:I do really like Sidestep on Guarding players and would probably take it over Dodge on a double.
Even though they could pick up stand firm on a normal roll? Not saying you're wrong - just interested because guard, blodge, stand firm is so good.

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