2 skills for a Saurus?

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Nem0
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2 skills for a Saurus?

Post by Nem0 »

One of my Sauri managed to gain enough SPP during one game, to go all the way from 0 to 2 skills. Unfortunately no doubles were rolled, and I am now debating what to take.

My team consists of 6 Sauri, one with block and break tackle, 1 Kroxigor and 4 Skinks, 1 with sure hands and side step, and 1 with pass and side step.

So what would you get on this Sauri. My gut says block and break tackle, to give me more mobility and reliability, but I am also considering frenzy and block.. Or maybe even Mighty blow and frenzy?

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Post by Urb »

I hear gaurd is a decient skill.

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Post by falconeyed »

Block and Break Tackle and you shouldn't be considering anything else. Frenzy is too easy to neutralize because you have to follow into tackle zones, which kills your mobility until you skill up again and get BT.

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Post by Jural »

I would go with Block and Break Tackle too, but there would be no shame in Block+ Mighty Blow as well. Block and Guard isn't as useful as on other teams, but it is still a great combo if there are developed Dwarf teams, Khmeri teams, or well built undead teams in your leagues.

But for most people in most leagues, go with Block and Break Tackle.
falconeyed wrote:Block and Break Tackle and you shouldn't be considering anything else. Frenzy is too easy to neutralize because you have to follow into tackle zones, which kills your mobility until you skill up again and get BT.

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Post by juggler434 »

I would go block+break tackle giving you a very effective blitzer.

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Post by mattgslater »

Definitely take Block. After that, I'd say it depends heavily upon your anticipated opposition. Two Sauri with Break Tackle is pretty scary. Alternately, if you're expecting to go up against a lot of grind teams, you might go Guard, or if you're expecting to run into agility teams, you can give him Mighty Blow or Tackle.

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Post by Aliboon »

I'd go block and MB, you've already got a block, BT guy and although 2 would be nice, the MB will help you skill up quicker, so you can then get BT if needed.

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Post by Darkson »

Block and BT. Then I'd get a couple with Block and MB, and a couple with Block and Guard.

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Post by Digger Goreman »

Darkson has it right... the main tactic against Sauri is to tie them up (dodging out is terribly problematic), preferably with a "block" player.... BT negates both advantages... can't take 'em down as easy and they shove out of your tackle zone....

A couple of Guards and a couple of MB Sauri give you the best of the GS skill world....

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Post by Darkson »

After that (and it takes a long time for me to get my Suarus to 3 skills!), I'd take Guard on the BT'ers (get that assist where you need it), Tackle on one Mighty Blow, Frenzy on the other, and Stand Firm on the two Guard players.



Or for those very rare occasions you get a Saurus with the ball, take Strong Arm! :lol:

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Post by Brokje »

It is a shame you only got one other Saurus skilled up, otherwise Frenzy and Jugernaut are definetely good choices too, IMO. I play with a couple of break tacklers and a couple of blockers, then break tackle is a good option.

You can get crowd pushes, and as a result of that, yuor opponent will play differently, and thus easier to defend.

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Post by mattgslater »

Brokje has a good point. ST4, Frenzy, and either Block or Juggy is just great to block for a Skink running to the outside. I'd go with Block, actually, because it will improve your defensive options as well (a Saurus with Block and Frenzy is one of the most threatening strong safeties in the game), and as a fringe benefit will get you more SPP over time, increasing the odds of getting a new Skill eventually (if you have several games left in the team, it's a real possibility, if combined with Frenzy).

Then again, Break Tackle is a great linebacker skill for this player (and provides added potential for a fullback, though it doesn't make him the murder machine that Frenzy does). You've already got one though, and while two is better, there's an easy solution for what to do if an opponent ties up your S4 Block Frenzy guy in a TZ -- block 'im!

In a long league, you may want to take Stand Firm; two guys with Block and Stand Firm at key positions (DE, OLB, OT) can be frustrating even if they go down, for they clog lanes, force dodges and deny assists, and when combined with skink corners with Side Step, you can have a very tough D for agility teams to crack, and you can drive aggro teams crazy by denying them the follow-ups they need to set up chains of blocks.

I'm really starting to like the unique challenges and assets of Lizardmen (nothing but A access on your scoring machines is a big limitation, but it's strangely... liberating). Hmmm... I was thinking of getting a Chaos Dwarf team, but Lizardmen sound even more fun.

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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
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Post by Garnak »

1st Choice...

Block is a definite first skill.... with out it the STR 4 IMO is a waste of a great advantage.

2nd Skill....

Break Tackle makes great sense to make him into a "blitzer" of sorts.

Guard is one you can never go wrong with as it makes him a great anchor for the line or the cage.

Stand Firm works better as a 3rd choice especially with B & BT.

I myself would stay away from Frenzy even as a 3rd or 4th skill as it can just cause more problems then it solves.

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Post by voyagers_uk »

I would advocate Break Tackle and Juggernaut.

ST4 will give you a lot of 2 dice blocks and Juggernaut will help convert Both Downs to Pushbacks so only Skulls become a concern.

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Post by bouncergriim »

I have a BTing Juggernaut Saurus and he is great at opening holes for my skinks to run through as well as messing up a well laid out defense. The next skill I am going to get him is frenzy.

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