Were doubles on an experienced player/team

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Digger Goreman
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Post by Digger Goreman »

Things keep getting better for Graveyard Gothika. Double 5s for The Midnight Growler (Werewolf) and double 3s for a Zombie (first skill).

Unless someone can come up with a darned good reason otherwise, I'm giving Mighty Blow to the were (Claws, Frenzy, Regen, Block, Dodge, MB)

What about the Zombie, though? Dodge is great as well as Guard.... Leaning toward Guard.... Opinions?

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Post by fen »

Double 5? This the Block Dodge Werewolf? I'd take +AV. AV9 Werewolves are ace because Were's are such a big target for opposing coaches. Mighty Blow would only be my second choice here. This is because I value AV9 Werewolves above Claw + MB Werewolves. Moving up to AV9 is a massive step in survivability, especially as Were's are mobile enough to avoid opposing claw players.

Zombie, Guard, no question.
Necro/Undead teams suffer later on in development because they don't have enough Agility to manuver or Guard to hold their own. So more Guard is great.

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Post by Urb »

Zombie - Gaurd no question.

The wolf. Av9 is pretty good as I'm sure you've noticed with the other wolf. I'd still take MB casue it's fun and scares av9 teams to play differently.

Did you ever end up getting ghouls? I'm kinda suprised you didn't have any on your starting roster. I find ghouls to be amazing for the most part. good move, great starting skill, cheap and ag access.

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Post by Digger Goreman »

Urb wrote:Zombie - Gaurd no question.

The wolf. Av9 is pretty good as I'm sure you've noticed with the other wolf. I'd still take MB casue it's fun and scares av9 teams to play differently.

Did you ever end up getting ghouls? I'm kinda suprised you didn't have any on your starting roster. I find ghouls to be amazing for the most part. good move, great starting skill, cheap and ag access.
I'm still holding off as I'm trying to keep my value down, still don't like the ghouls (no regen and av7) and my combo of strong line with linebacker like Wights and Safety-style Weres is suiting my playstyle to a "T"....

I'm almost tempted to replace a zombie (no skill) with a ghoul but for two reasons: 1) My added team value will allow enough inducements for me to start seeing Morg on a regular basis... and ... 2) I'm closing in on the casualty race with Chaos team for the "Blood Cup" casualty prize in our league... to give up the Zombie will put me another earned casualty behind....

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Post by Urb »

Not sure how retiring a zombie gives up cas?

Once you get 5 rrs you won't have anything else you need to spend money on. I find Ghouls are more than worth it. They can handle the ball, they can lend assists, help the cage with thier dodge. I just find them too good not to have them. The wolves are the targets on your team so if they are taking out a ghoul that's one less shot at your wolf. Seems like a fair trade to me.

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Post by Digger Goreman »

I wasn't thinking straight last night, Urb, I wouldn't give up the casualty in the ratings... so I guess I'll think about it some more....

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Post by DamianTheLost »

Ghouls Ghouls Ghouls!!!!

If you have them on your team, you're easing the pressure on your wolves. Also they win games with their AG access MA7, and you have a blodger in no time. I play in a league where my team value is way quite high compared to runner-ups (however we don't use star players) so it's ok that my TV is rather high (coming close to 170). What u really need IMO are players that will win games, and trust me ghouls do that job just fine.... Go with 13 players, and add at least one ghoul....

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Post by z3d »

I lead the cas list with my claw+MB wolf, so this combination is nasty :)
But my wolves almost died twice, so pick the +AV.

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Post by Digger Goreman »

Well, a 10 does come less often than doubles

1+1, 2+2, 3+3, 4+4, 5+5, 6+6 = 6 in 36 chance

4+6, 6+4, 5+5 = 3 in 36 chance

Darned, I guess I'll take the AV.... and since that'll raise my TV to "gotta face Morg n Thorg" levels vs. some teams, I'll just go ahead and get a Ghoul... and get the RR on the next game....

I guess if Morg shows on the field, I'll rip his arse up with a Were or two....

Strangely enough, my opponents have been wholely unsuccessful on the attempts that they have put forth in exiting my Weres.... I don't make it easy on them, mind you, as I don't expose the wolves (willingly) unless they can rip some target in the process. Wolfman Jack has sustained two injuries in six games, but regens like a champ! :wink:

So both my Weres have 9 armor... sweet! :smoking:

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Post by Urb »

2 av9 wolves. One with MB. Nice.

Morg isn't that big of a deal. Isn't that what zombies are for? Morg should have a zombie freind all game while your wolves take apart the rest of the team.

You won't regret the ghouls.

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Post by fen »

Yeah, in my experience. If your opponent fields Morg he's probably given up fielding 2 decent mid range stars instead (or one and a skilled Merc). As Morg doesn't Break Tackle, Urb is quite right, give him a zombie to force him to make that 3+ Loner Dodge if he wants to be useful.

Now you just need to roll +AV for those Ghouls :lol:

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Revisiting the team; with upgrade questions....

Post by Digger Goreman »

Here's the current Graveyard Gothika team... looking for upgrade advice:

TV: 1560000 (after the pending skill upgrades)
RR: 3
FF: 7
AC & CL: 0

4 Zombies: 2x Regen-Block (one with a regular upgrade coming), one with Regen-Guard and one with Regen-Kick

1 Ghoul: dodge

2 Wights: both block-regen- +1Ag

2 Golems: one with block the other standard

Wolfman Jack: standard plus block-mighty blow- +1Av... reg upgrade

The Midnight Growler: standard plus blodge-mighty blow- +1 Av
=========================

So, what to give Black Lungus for his second skill (tackle?... DP is great, but I only run 11 players....) & Wolfman Jack.... should Jack just copy Growler and pick up dodge... or take advantage of the Wights and take catch... or sidestep?

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LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
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Re: Revisiting the team; with upgrade questions....

Post by datalorex »

Vomit Lickspittle wrote:Here's the current Graveyard Gothika team... looking for upgrade advice:

TV: 1560000 (after the pending skill upgrades)
RR: 3
FF: 7
AC & CL: 0

4 Zombies: 2x Regen-Block (one with a regular upgrade coming), one with Regen-Guard and one with Regen-Kick

1 Ghoul: dodge

2 Wights: both block-regen- +1Ag

2 Golems: one with block the other standard

Wolfman Jack: standard plus block-mighty blow- +1Av... reg upgrade

The Midnight Growler: standard plus blodge-mighty blow- +1 Av
=========================

So, what to give Black Lungus for his second skill (tackle?... DP is great, but I only run 11 players....) & Wolfman Jack.... should Jack just copy Growler and pick up dodge... or take advantage of the Wights and take catch... or sidestep?
Black Lungus is a Zombie, right? Block is safe. Does he already have it?

You can't go wrong on Growler. Dodge, Catch, and SS are all good choices.

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Post by Digger Goreman »

The Zombie to be upgraded... has block....

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LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
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Post by datalorex »

Vomit Lickspittle wrote:The Zombie to be upgraded... has block....
Tackle makes sense then.

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