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mattgslater wrote:Whenever it's roster player vs. inducements, the roster player always wins. Especially when it's your 2nd Were. Besides, when your linos are 40k and you can't have an Apothecary, 14 players is perfect.
Got a Ghoul? If not, got 140k? If so, get two... then you can fire a Zombie if you want.
Got 170k in the bank right now. Was seriously toying with the idea of buying both ghouls right now, but was also torn by the option of the second wolf.
Indecision rocks! Doesn't it? Or does it...
Then again, I'm only 20k away from a (much-needed) third re-roll. Getting two ghouls won't help me pick up the ball, I already have AG3 players, one with dodge.
Yeah but you only have 1 player with dodge. At least he also has block, since he's going to be a major target for your opponents.
Get the 2 ghouls. With dodge, they will hopefully help with offering some limited reroll ability for the price a single team reroll.
If I am keeping up, you have 1 wolf, 2 wights, 0 ghouls. Plus who ever you induce.
I think you need more options on the field, as it stand your opponents can target your few AGI 3 players, and severely limit your ability to score.
You may have 13 guys on your roster but only 3 that have any decent chance to handle the ball? Plus you only have 2 rerolls, for when those rolls fail.
I advocate not starting with golems, so you can start with ghouls and 3 rerolls instead. If you start without the ghouls, and start losing expensive players early on, you end up in this situation. Your opponents can focus on your few players capable of moving the ball, once/if they manage to remove 1 or 2 of them, it quickly goes downhill.
One ghoul isn't enough, and will probably underperform considering their low AV and lack of Regen. THey make up for that by being cheap, so buy both.
If you have too few AGI 3 positionals a smart opponent will focus on them, especially if you have few rerolls. Kind of like how you focus on skinks when you play against lizardman teams. It's going to force you into more turnover situations.
Second, if you have both ghouls, it will allow you to develop your wolves and wights in more interesting ways since you don't have to give them ball handling skills.
ngoike wrote:One ghoul isn't enough, and will probably underperform considering their low AV and lack of Regen. THey make up for that by being cheap, so buy both.
If you have too few AGI 3 positionals a smart opponent will focus on them, especially if you have few rerolls. Kind of like how you focus on skinks when you play against lizardman teams. It's going to force you into more turnover situations.
Second, if you have both ghouls, it will allow you to develop your wolves and wights in more interesting ways since you don't have to give them ball handling skills.
Bang-on. I agree with all of that.
Reason:''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Okeydokeys. Games 7 & 8 are over now, both teams were orcs. The first won they won 2-0, the second I won 2-0. Go figure.
No major injuries, no major events. Cas count 4-3 in my favour over the two games.
Despite the advice earlier in the thread, I bought the second werewolf back as I thought it would fit better into the fluff of the team. (Think spirit, not letter here).
Both dogs did their stuff, getting through armour quite nicely, but signally failing to injure anyone. Ho hum.
The blodge wight scored a TD and the MVP and rolled a normal upgrade. The other wight scored a normal upgrade, as did the new wolf.
I'm thinking of guard for both wights, and block for the wolf. The blodging wight can get his guard help to places the other one can't get to, and block on the doggie is always a good thing. Saves chewing through either of the two team RRs that I own.
The minions of chaos have done their dirty work. AGAIN!
I am now down to one doggie after the other one was ruthlessly culled, aka put down. In a one all draw, chaos lived up to their well-earned reputation by KOing most of the necros and killing the wolf. Two other players were lucky not to suffer permanent injuries. Thanks regen!
With 140,000gp in inducements, Hack Enslash was persuaded to join the bench for the game. Unfortunately, after being positioned on the LOS for the start of the second half, he failed his first kickback roll and spent the rest of the game being quite unfairly targeted by the opposition.
TR is now down to 119 with 50k in the bank. Likely to receive upwards of 300k in inducements for any of my next games.
Team looks like:
7 zombies, one with block and kick
Wight, blodge, MA7
Wight, block, guard
Golem, block
Golem
Werewolf, Block, tackle, MB
3 RR
5 FF
Excellent Blog Landrover. I'm currently an Orc player but will be playing a Necromantic Team in my next league.
With 300K+ I'd keep the faith with Hack Enslash and foul at every opportunity. I'd also maybe give Setekh an outing. Juggernaut and Strip ball could give your opponent a headache. Use him with your other fast players to pressurise the ball carrier after your Kicking Zombie puts the ball deep in their half.
I'm a relatively new player and have got some useful food for thought from your posts and the input from the other coaches. I was particularly interested regarding the pros and cons of Flesh Golems versus Ghouls on a starting roster. In any case, keep up the blog.
Said it before, but I'll say it again. You're making a classic mistake by not having ghouls, and you're issues playing chaos illustrate it perfectly.
All you have is zombies and 6 poitionals right now. Only 4 of them can carry the ball. By not having ghouls, you leave a smaller number of more expensive postionals on the field. A smart opponent with a REAL bashy team, like chaos, easily takes advantage of that by focusing on your wolves and wights. All it takes is for you to fail a regen roll, and you'll be making enough of them it's going to happen.
Having 2 ghouls on necro does a number of things for you:
They tend to be ball handlers, which your team desperately needs. 3 rerolls and no ball handling skills on an AGI 3 team leads to turnover issues.
As ball handlers they will attract attention from the other team, who tend to focus on the player with the ball. This means less focus on your more expensive wolves, this is a VERY good thing. Ghouls also quickly get block, which along with dodge does help protect them, even though they have low AV and no regen.
They are your cheapest positional, much cheaper to replace than the wolves that keep dying. But when you have them on the field it will change how your opponents can play against you.
I like this team because it has 3 rerolls, which are critical, and 12 players is nice. You can save to pick up flesh golems if you like, though personally in short to medium leagues I prefer avoiding them and keeping the TV low.
Sorry Ngoike but I edited my post taking out the bit about my roster. I didn't want to hijack the discussion away from the blog. Thanks for your reply though. It has helped make up my mind.
ngoike wrote:Said it before, but I'll say it again. You're making a classic mistake by not having ghouls, and you're issues playing chaos illustrate it perfectly.
All you have is zombies and 6 poitionals right now. Only 4 of them can carry the ball. By not having ghouls, you leave a smaller number of more expensive postionals on the field. A smart opponent with a REAL bashy team, like chaos, easily takes advantage of that by focusing on your wolves and wights. All it takes is for you to fail a regen roll, and you'll be making enough of them it's going to happen.
Having 2 ghouls on necro does a number of things for you:
They tend to be ball handlers, which your team desperately needs. 3 rerolls and no ball handling skills on an AGI 3 team leads to turnover issues.
As ball handlers they will attract attention from the other team, who tend to focus on the player with the ball. This means less focus on your more expensive wolves, this is a VERY good thing. Ghouls also quickly get block, which along with dodge does help protect them, even though they have low AV and no regen.
They are your cheapest positional, much cheaper to replace than the wolves that keep dying. But when you have them on the field it will change how your opponents can play against you.
Point very well taken.
On with the team, only 50k in the bank, induce Hack and Wilhelm or Setekh?