Any suggestions for a Necromantic TV100 tourny roster?

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Jonny_P
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Any suggestions for a Necromantic TV100 tourny roster?

Post by Jonny_P »

My wife is still kinda new to the game and she is playing in a tournament this weekend with her Necromantic team.

This tournament is TV100 and you can either give 6 normal skills to 6 different players, or 4 normals and 1 doubles, or 2 normals and 2 doubles.

She has tried a few different line-ups, most recently

Flesh Golem with block
Flesh Golem with block
Werewolf with block
Ghoul with sure hands
Wight with mighty blow
Wight with mighty blow
Zombie
Zombie
Zombie
Zombie
Zombie

She is having trouble scoring. The werewolf would have to lose block to get sure hands, and the ghoul gets chewed up with the AV7. With the mighty blow wights she has been getting quite a few casualties, but it's usually after she is down by a couple TDs and cannot make up the difference.

Any suggestions for her?

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Post by Xtreme »

Werewolf with block is first priority IMO.

You could always make a wight or two ball carriers with sure hands.
Ghouls can then take Block to be blodgers.

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Post by bitMonkey »

I would take guard on one wight at least, maybe on both.

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Post by Aliboon »

I'd change a Golum for another wolf-should help her to score a fair bit easier with that extra MA and AG.

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Post by PubBowler »

I wouldn't take Flesh Golums in a tournie (or short league). They are expensive and don't do that much of a better job than the zombies.

My line up would be something like this.

240 2 Werewolves
180 2 Wights
140 2 Ghouls
200 5 Zombies
210 3 Rerolls
30 To spend on 1 FF, 1 AC, 1 CL

Then I'd probably take the six normal skills: Block on the Were's, Guard on one Wight, Surehands on the other and then Block or Diving Tackle on the Ghouls.

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Post by ForceCommander »

You'll NEED block on the Werewolf... Claw + Mv 8 makes it a big target. Block on the Ghoul as well helps to mitigate the Armor 7 issue.

Have you thought about giving Kick to someone? I've had some good luck kicking short and popping the ball loose with Werewolves... that was a 2 Wolf roster tho.

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Re: Any suggestions for a Necromantic TV100 tourny roster?

Post by Digger Goreman »

Kakistos wrote:This tournament is TV100 and you can either give 6 normal skills to 6 different players, or 4 normals and 1 doubles, or 2 normals and 2 doubles.

Any suggestions for her?
They called me crazy (probably for a good non-BB reason) but I ripped the league's first year (and am contending for a second title) with the following starter team:

5x Zombies
2x FG
2x Wight
2x Weres

If I were going with 6 normal skills it would be BLOCK on the Weres and FGs and GUARD on the Wights... or no guard and take Dauntless on two Zombies (it's the only chance you have of holding the line against higher strength teams)....

4 Normals and a double would be BLOCK on the Weres and FGs with GUARD on one of the Zombies.... I managed to roll ONE double on a Zombie and gave him Guard... caused havoc till the league got Guard heavy ;)

OR

4 Normals and a double.... PASS on one Wight, Sure Hands on the other Wight and Catch on both the Weres, with Kick/Dauntless on one Zombie

2 Normals and 2 Doubles would be BLOCK on both the FGs and MIGHTY BLOW on both the Weres.... Claws and MB are sooooo sweet!

I would consider any of the above choices as good....

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Re: Any suggestions for a Necromantic TV100 tourny roster?

Post by PubBowler »

Vomit Lickspittle wrote:
They called me crazy (probably for a good non-BB reason) but I ripped the league's first year (and am contending for a second title) with the following starter team:

5x Zombies
2x FG
2x Wight
2x Weres
Fine league set up but FGs just aren't cost effective for tournie play.
IMO anyways.

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Post by z3d »

Maybe you should start with 2wolf, 2wight, 2 ghouls, 5 zombies, 3RR.
Block for the wolves, guard for the wights.
For the ghouls sure hands or block.

With right positioning the two guard wights, the wolves can do the hitting very vell, and you can have 4 fast player to score.

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Post by Jonny_P »

She tried the no Flesh Golum roster against Chaos last night and got beat.

The Chaos player had all 4 CW's with Block and and extra arm BM and a sure hands BM.

Maybe leaving out the Ghouls will be worth a try next since the Wolves have a better survivability.

Too bad those wolves don't have Catch anymore. That was awesome!

Thanks for the advice everyone!

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Post by Urb »

I actually find flesh golems invaluable. For a tourney I'd go 1 golem 2 wolves. Too many games the golems have won for me just by standing there doing nothing with thier str4 standfirm. In any league I'd go 2 golems 1 wolf. Just the way I like it but however anyone else gets it done is all good.

PubBowler wrote:I wouldn't take Flesh Golums in a tournie (or short league). They are expensive and don't do that much of a better job than the zombies.

My line up would be something like this.

240 2 Werewolves
180 2 Wights
140 2 Ghouls
200 5 Zombies
210 3 Rerolls
30 To spend on 1 FF, 1 AC, 1 CL

Then I'd probably take the six normal skills: Block on the Were's, Guard on one Wight, Surehands on the other and then Block or Diving Tackle on the Ghouls.

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Post by Digger Goreman »

Agreed with the FGs... and they're the only reply you have to other Str4 heavy teams... that's why I suggested Guard or Dauntless on Zombies (otherwise you keep picking them up and maybe moving 1 square)....

That Stand Firm can be put to great use in other spots, such as a Wolf on the sideline after a frenzy... put an FG directly opposite the sideline (in an adjacent square) and it makes it darned hard to bump the wolf out....

I'd still do two wolves... they're your BEST players and can really put the pressure on the backfield, especially if your opponent doesn't pick up the ball (as suggested, Kick on a Zombie can be used to good use there)....

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Post by mattgslater »

I like your list, though I think Necromantic is a pretty ambitious team selection for a newbie. I see what people mean about FGs in a tourney, and by going down to one Golem, you would be able to buy a Zombie to replace him and get an extra Re-Roll. This weakens your line, but it also takes the pressure off of you to take Sure Hands. Frankly, for my money, that's not a good trade. The Golem is stronger than a Zombie, he's MUCH harder to take off the field, and Stand Firm combines extremely well with Guard. He also has S access, for stuff like Guard that you can't easily give to a Zombie.

Make sure to start with 12 guys. That way you can open up by fouling on valuable players on the opposition. This is the easiest way to go after CDs, Dwarfs, Necros, Undead, and teams with players that just screw you over. In 5th edition, never foul if you can't break armor on a 5. Work very hard to end up with a free Zombie within 4 squares of the intended victim. It no longer pays to foul early and often against schmoes, but if a team is relying on one guy for its strategy, I say make 'em pay (remember, the same applies to you, with that one Werewolf and those Ghouls who don't regenerate).

* Wight with Tackle, MB or Guard*
* Wight with Guard or Dauntless**
* Ghoul with Sure Hands (Block if you can scrounge up 3rerolls)
* Werewolf with Block
* Golem with Guard
* Golem with Block or Guard**

* Give Wight #1 Tackle if you think you're facing teams w/lots of Dodge, and use him as a strong safety. Give him Guard if you think you're going to be facing Strength teams (like Chaos), and MB if you're going up against teams with vulnerable, important non-dodgy players (like Dwarfs, Necromantic, Undead, or Chaos Dwarfs)

** One of these players (Golem #2 or Wight #2) has Guard, the other uses Block and either ST4 or Dauntless to become a Big Guy hunter.

Do you ever get more selections? Can you give a guy a 2nd skill at any point?

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Re: Any suggestions for a Necromantic TV100 tourny roster?

Post by mattgslater »

Kakistos wrote:She is having trouble scoring. The werewolf would have to lose block to get sure hands, and the ghoul gets chewed up with the AV7. With the mighty blow wights she has been getting quite a few casualties, but it's usually after she is down by a couple TDs and cannot make up the difference.

Any suggestions for her?
She could take Block instead of SH on the Ghoul, but it's best if she has 3RR if she doesn't take SH.

She could go for a Dirty Player Zombie. That might help with the problem of opponents running up the score, depending on who you're facing.

You see, speed isn't just MA. If an opponent is down, he's 3 slower, and your guys don't have to dodge to get around him. If he's not there, then that's one more assist you're going to get, so it's another guy on the opponent's team who gets knocked down (loses 3MA), and another guy on your team who doesn't have to dodge, and a fraction of another guy on their team taken off the field, slowing down yet another of their guys and freeing up another of yours. Dirty Player lets you foul with one less assist and a 2/3 greater chance of a casualty (only 2/5 greater to take off the field) or with the same number of assists and DOUBLE the chance of a cas. If you foul only to get rid of one or two guys, that means that Dirty Player will pay for itself in terms of guys not kicked out before it works, and by making it succeed sooner, gives you early momentum, which is everything.

Once again, the disclaimer: Never foul if a 5 won't break armor... unless it's on a super-important key player and a 6 will do, and you're using your Dirty Player, and you've already got a numerical advantage.

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Re: Any suggestions for a Necromantic TV100 tourny roster?

Post by Lycos »

Kakistos wrote:My wife is still kinda new to the game and she is playing in a tournament this weekend with her Necromantic team.

Any suggestions for her?
Dont do it.

Sorry, I hate being negative but of all the races even the BBRC agree they need a fix. Right now...thats how to put her off tournies for a start. Please talk her out of it.

And re "other conversations re names", expect a PM from an admin. :wink:

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