Lizardmen advice
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- Emerging Star
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I think Jobular's League is using LRB 4. Back then, higher FF was needed to generate income, but with LRB 5 at max +2 FAME can be achieved.
Can you tell us what ruleset you use, Jobular? It is kinda important, also for skill selection.
Greets!
B
Edit: maybe I should read the posts first.. ; )
Can you tell us what ruleset you use, Jobular? It is kinda important, also for skill selection.
Greets!
B
Edit: maybe I should read the posts first.. ; )
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Sure Hands save you a reroll, but Block save you headaches!tenwit wrote:I'd recommend the other way around. If you're playing to keep your skinks alive, you've lost already. Play to score TDs. Sure Hands > Block first. I'd recommend getting two Sure Hands skinks before any Block ones, since one might die. Get Block on a skink that already has skills, especially ones that require him to be in the thick of it (Side Step, Jump Up, and especially Diving Tackle).stashman wrote:If you get double on a skink, get block before sure hands!

We all use diffrent styles when we play and what is the best way?
Develop your own playing style thats the best advice. You can't follow every ratcatcher

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I agree, but it's up to you and your league.tenwit wrote:LRBs 5 and 6 are pretty much identical. A few rules clarifications, a few tweaks to teams and star players, but the rules are the same. Switch to 5, or better, to LRB 5 + 2007 Rules Review. You'll barely notice changing to 6 later.
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I agree, but it's up to you and your league.tenwit wrote:LRBs 5 and 6 are pretty much identical. A few rules clarifications, a few tweaks to teams and star players, but the rules are the same. Switch to 5, or better, to LRB 5 + 2007 Rules Review. You'll barely notice changing to 6 later.
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High FF in LRB 5 gives you more chance of winning the FAME roll. Both coaches roll 2D6 and add their FF. The coach with the higher result will have +1 FAME. If either coach has more than twice the result of the other, the coach will receive +2 FAME. This FAME is used during the Kick-off Table and when rolling for money after the game. So for money, FF can add +2 to your D6 roll at most.
In LRB 4 I usually went with a FF of 5 or so. In LRB (or 6 for that matter) I choose zero FF or maybe 1. I usually elect to keep the available gold for an APO after game 1.
Cheers!
In LRB 4 I usually went with a FF of 5 or so. In LRB (or 6 for that matter) I choose zero FF or maybe 1. I usually elect to keep the available gold for an APO after game 1.
Cheers!
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In LRB4 you should start with 9. And possibly with 10k in the bank to get a TV of 99 and the boost which comes with that.Brokje wrote: In LRB 4 I usually went with a FF of 5 or so. In LRB (or 6 for that matter) I choose zero FF or maybe 1. I usually elect to keep the available gold for an APO after game 1.
With LRB5, go low. 1,2 or 3. Whatever you have left over after you've bought and banked what you want.
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I think treasury counted toward TV back in LRB4, so you wouldn't get any bonus-buying extra rerolls later on was a way of trimming TV as the cost in gold was double the TV.In LRB4 you should start with 9. And possibly with 10k in the bank to get a TV of 99 and the boost which comes with that.
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I started last lizardmen team with
1 Kroxi
6 Saurus
4 skinks
1 RR
and kept the skinks at 4 through the whole (almost 20 matches) league, to maximize chance of getting MVP on the Saurus'. (Skinks with injuries gets sacked.) All touchbacks goes to saurus' and if it's safe (opponent can not steal the ball if you drop it) try picking it up with a saurus.
Skills:
Saurus: Block then mix Guard/MB/Tackle/Break Tackle/(Sure hands?) depending on your league. Break tackle can be needed on 1 or 2 saurus before Block if your opponents are good at pinning them.
Doubles: You'll likely need the normal skills more since Saurus develop real slow.
Skinks: Diving Tackle/Side Step, maybe catch if you feel you need it. Doubles: A plethora to chose from...
Buy list order:
+1 RR (1 RR is hard to play with from start...since you dont have block)
+ Apo (if in bashy league)
Replenish skinks
+1 RR
Injured/dead Saurus' gets replaced asap.
1 Kroxi
6 Saurus
4 skinks
1 RR
and kept the skinks at 4 through the whole (almost 20 matches) league, to maximize chance of getting MVP on the Saurus'. (Skinks with injuries gets sacked.) All touchbacks goes to saurus' and if it's safe (opponent can not steal the ball if you drop it) try picking it up with a saurus.
Skills:
Saurus: Block then mix Guard/MB/Tackle/Break Tackle/(Sure hands?) depending on your league. Break tackle can be needed on 1 or 2 saurus before Block if your opponents are good at pinning them.
Doubles: You'll likely need the normal skills more since Saurus develop real slow.
Skinks: Diving Tackle/Side Step, maybe catch if you feel you need it. Doubles: A plethora to chose from...
Buy list order:
+1 RR (1 RR is hard to play with from start...since you dont have block)
+ Apo (if in bashy league)
Replenish skinks
+1 RR
Injured/dead Saurus' gets replaced asap.
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