Choosing inducements and skills for Necro against Norse

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mattgslater
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Post by mattgslater »

Halskov1 wrote:It seems that the Norse team has you beat both in muscle and finesse, but there are ways to remedy that.

Have you considered going all in?

Get Multiple Block on both the regular FG and the merc and Diving Catch on the Ghoul merc!

A bold move, even slightly desperate, but it just might give you the edge you need if you roll the dice right. It certainly would give you the chance to attempt some memorable plays.

Kind regards,

Halskov1
(Coach of the Norse team in question)
I don't get it. MultiBlock on ST4 without Block (or against Block) sucks, as you generally have to spend the action you gain lining up assists. MB is great when you're 2 points stronger than an opponent, and it does jive nicely with Stand Firm, but it's a Big Guy skill, totally inappropriate on a Flesh Golem.

What's Diving Catch for? This team can't throw, and DC can't be used on a bouncing ball.

@ Gekko: Don't judge the Necro team harshly for a 5-game stretch in which a Flesh Golem dies. A dead FG is just horrid luck, and you should never let yourself game around bad luck. Besides, Merc FGs work really well until you can afford your own.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
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Gekko
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Post by Gekko »

Matt, don't listen to Halskov, he's the Norse coach I'm going to play against and therefore giving bad advise on purpose. I'll try to stay open-minded on Necro, but I'm playing 3 other teams at the moment and not likely to be able to play with the Necro team again during this year due to our league structure. Although I must say that they have dissappointed me a bit, even when trying to disregard the bad luck in loosing 3 players in 3 games. Especially when I played against Undead they seemed incredibly weak.

Do you really think Igor is worth it? I mean, he's basically a rr on a 4+ roll once during the game (on something that cannot be rr'ed normally though...) and I don't care at all about half the players destiny and not so much about the rest. Wouldn't a normal rr be better? Or a bribe to open up my game plan a bit more?

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Smeborg
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Post by Smeborg »

Gekko - you are correct, the Igor is a poor value inducement.

2 Babes are much better value, and I would recommend them for any side with Regeneration (because these sides accummulate disproportionately more players in their K.O. box).

A Bribe is a possibility, but only if you plan to play a fouling game (at least one Dirty Player needed). I suggest you may not have the numbers in this particular match to take the fouling route (fouling is best when you don't care how many foulers get sent off).

Hope this helps.

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mattgslater
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Post by mattgslater »

Werx fer me. I've never been the 'dog with an Undeady team before.

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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.
Halskov1
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Post by Halskov1 »

Sorry for the bad humour in my earlier post.

I'm sure my hubris will be punished accordingly in the eventual showdown (some kind of pun with "dog eat dog" comes to mind, but I'll spare you).

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Gekko
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Post by Gekko »

Finally we managed to play the game! I appreciate all the help here in selecting skills and inducements, it was not easy. This is what I ended up doing:

Replaced the –MA Ghoul
Selected Block for the Flesh Golem
Hired a Mercenary Flesh Golem with Block
Hired a Mercenary Zombie with Dirty Player
Bought a Bribe
Hired one Bloodweiser Babe

After the game I was very happy about all decisions: Block on the FG’s were crucial, both defensively as well as allowing me to use them much more aggressively. The dirty player fouled a few players to the KO-box although I don’t think I used the bonus from the skill once. He probably had quite a terrorising effect as well! The bribe was most important, since it allowed me to foul early during the turn and therefore not leaving all the players passively standing around the corpse. It gave me the new game plan as I hoped. The babe was surprisingly important, three times she was used!

But, also as expected, that was not enough. First half was quite even though, 1-1 and both teams with a few players out. Although I had to work a bit more for it than the Norse, including a heroic act from a Wight, who ran off with the ball after a hand-off. A 1d blitz was just to get him free from his mark, but resulted in a casualty and then it was very easy for him to score the touchdown. Quite symptomatic for my games against Halskov, he was then killed in the second half, failing regeneration... Having two more players with Block sent off the pitch it got too hard to withstand the power and I ended up loosing the game 2-1 (2-2 in casualties).

So all in all my team performed much better than I expected in this game, but I’m still very happy to send them back to the grave they should never have left in the first place...

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