Lizardmen advice

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PubBowler
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Post by PubBowler »

Aliboon wrote:
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.
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.
You're correct (but I confess to checking!).

Just one more thing we didn't have straight under the old ruleset.

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stashman
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Post by stashman »

My Lizardmen team Racing Tornados played there last game before the semifinals. The team was already ready for the playoffs so they took it a bit easy just to stay alive and play to not get injured. Game was against undead and it was a draw 2-2 (where I manage to win cas with 3-2).

Well I rolled for two players that got skills after the game, and it was awesome! Saurus double 6's - I PICK ST and a skink with AV8 and Block - Rolled double 1's. Help me pick skill!!!

The team

1x Kroxigor: Well get him before playoffs
1x Saurus: Block, ST5 (got
2x Saurus: Block
3x Saurus: Nonyhing yet!

1x Skink: Side Step, Block
1x Skink: Side Step
1x Skink: Sure Feet
1x Skink: AV8, Block -new skill double-

I was thinking of these choices: Sure Hands, Dauntless, Strip Ball
Can you think of anything else that would be good.

Team have 4 rerolls and 5 FF and an apothecary. 140 K in cash so I think I will get the krox.

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tenwit
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Post by tenwit »

Wow that's an expensive Lizardman team! I'd say Sure Hands is vital on that team, and considering that it's on by far the most durable Skink you have, it's ideal. You'll (probably) never need to get it again. And it's 30k for a skill that leaves you feeling even more comfortable with dropping one of your TRR (when you find you're giving away too much in inducements).

That said, Hail Mary Pass is an excellent choice on him. I wouldn't blitz/block with this guy any more than absolutely necessary (he's too valuable as a reliable ball-carrier to risk the occasional double skull-reroll-double skull), so Strip Ball and Dauntless aren't ideal.

If he survives the next few games, stick with the ball-carrying duties. If you're using the new rules, Diving Catch is an obvious choice. Catch is good. Any maybe Sure Feet for a final skill, for an extra bit of safety.

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Andromidius
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Post by Andromidius »

Sure Hands, 100%. He makes a great ball carrier as he is.

~Andromidius

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oryxwild
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Post by oryxwild »

personally I'd say dauntless. I feel like lizardmen struggle very little with scoring on offense; rather, I think that having a skink that is durable and dauntless to deep-blitz for a quick defensive TD is a strong asset.

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tenwit
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Post by tenwit »

Dauntless, if needed, can go on some-AV8 guy. With 6 eventual-guarders on the team, Dauntless isn't so important on a Skink team.

Strip Ball goes on one of your Sauruses (I like it on two, one built Block/Strip Ball/Guard/Stand Firm for getting into crowds and staying there; one built Break Tackle/Strip Ball/Frenzy/Juggernaut for desperate cover-plays).

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Quadrasonic
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Post by Quadrasonic »

I may be too late to help you, but you are nuts if you give that skink anything other than Srip Ball. Stunty strip-ballers are the bee's knees. They stop touchdown after touchdown. And the Block and AV+1 will keep him around even after your opponent's inevitable revenge blitz.
stashman wrote:My Lizardmen team Racing Tornados played there last game before the semifinals. The team was already ready for the playoffs so they took it a bit easy just to stay alive and play to not get injured. Game was against undead and it was a draw 2-2 (where I manage to win cas with 3-2).

Well I rolled for two players that got skills after the game, and it was awesome! Saurus double 6's - I PICK ST and a skink with AV8 and Block - Rolled double 1's. Help me pick skill!!!

The team

1x Kroxigor: Well get him before playoffs
1x Saurus: Block, ST5 (got
2x Saurus: Block
3x Saurus: Nonyhing yet!

1x Skink: Side Step, Block
1x Skink: Side Step
1x Skink: Sure Feet
1x Skink: AV8, Block -new skill double-

I was thinking of these choices: Sure Hands, Dauntless, Strip Ball
Can you think of anything else that would be good.

Team have 4 rerolls and 5 FF and an apothecary. 140 K in cash so I think I will get the krox.

Reason: ''
Big Hand:
Good for ball handling, basd for tyyyyping
stashman
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Post by stashman »

I took Sure Hands on the skink.

Strip Ball will be good, but alot of teams in our leagues have Sure Hands players, so do I now :lol:

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stashman
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Post by stashman »

It seems to me that the lizardmen team is fragile :lol:

One saurus has gotten his first niggling and one skink is slower, MA7.

I have 15 players and 5 rerolls and 90K in cash @ 183 TV.

Racing Tornados
1x Krox
1x Saurus (ST5, Block)
1x Saurus (Block, Guard)
1x Saurus (Block)
1x Saurus (Block, Niggling)
2x Saurus
1x Skink (AV8, Block, Sure Hands)
1x Skink (Block, Side Step)
1x Skink (Side Step)
1x Skink (Sure Feet)
3x Skink
1x Skink (MA7)

Shall I get one skink more? Shall I kick saurus with niggling?

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TeamTræls
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Post by TeamTræls »

Never mind.

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I hate Wood Elves.
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
[quote="SillySod"](the other times are when I have norse... norse are suprisingly similar to chainsaws).[/quote]
Andromidius
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Post by Andromidius »

Fire the MA7 Skink, keep the Niggled Saurus.

You have enough Skinks for a game, and a Niggle will sort itself out eventually. If he doesn't get any skills in the near future then you can replace the Saurus later on.

~Andromidius

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Cramy
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Post by Cramy »

One thing that sticks-out for me is the lack of Break Tackle on your Sauri, which may be why you think Lizards are so fragile. Break Tackle helps get out of the way of nasties, and blitz nasties that are about to hit your Skinks.

Break Tackle = less hits against your players.

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tenwit
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Post by tenwit »

Unusual line-up. You should limit your players to 14, so you can get two star players, should you ever get the inducements. You need at least two, maybe up to four Break Tackle sauruses. And you don't need five rerolls any more. You'd be better off dumping one, getting a coach and a cheerleader (because you're rich and can afford them), and dropping 40k from your team value. Once you get Catch on one or two skinks (for hand-offs) you can drop to 3 TRRs.

Of course, when you've rolled a +AV and three doubles skills on your skinks, you can make up for all sorts of other oddities in your team line-up.

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stashman
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Post by stashman »

Is it worth to have sneaky git on a skink and hope for a double, dirty player?

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PubBowler
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Post by PubBowler »

stashman wrote:Is it worth to have sneaky git on a skink and hope for a double, dirty player?
Better to take DP on the first and then Sneaky Git as Sneaky Git is poor especially by itself.

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