Wight with a double
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Wight with a double
Those of you who see me posting about multiple teams its because me and a friend play a league where we are only 2 of us using a total of 8 teams. The Necromantic team is one of the teams that is having a rough time.
Their roster is as follows
Zombie
Zombie
Zombie
Zombie - Wrestle (earned this game)
Zombie
Ghoul
Werewolf - Block (earned this game)
Werewolf - Block
Wight - +1 AG (earned this game)
Wight - Double (earned this game)
Journey Man
They had a ghoul die, and started with no Flesh Golems. They sit with 3 rerolls at the moment and in their last game they got hurt badly losing a Wolf for the next game and losing the ghoul. They did luckily buy a Golem though. In their game against Amazons they killed a catcher getting a new zombie, had a zombie killed (who failed regen) and earned 4 skills.
The double wight I am thinking of giving him accurate. My reasoning is he gets accurate now, strong arm next and becomes a passer (something Necro usually doesn't get) and now he has an AG4 wight who can become the catcher. When the ghoul comes back (who will be MA 6 at this point) I was thinking of making the ghoul a Blodging sure hands ball carrier.
To summarize the strategy:
Wight - Thower
Wight - Catcher (AG 4 helps a lot with completion points)
Ghoul - Runner (Block/Dodge/Sure Hands)
Ghoul - Since he isn't there he has no job yet
Werewolf - Safety/Blitzer and Emergency ball runner
Werewolf - Safety Blitzer and Emergency ball runner
Flesh Golem - Since he is new see how he progresses
Flesh Golem - Need him first
Zombies - Wrestling/Blocking/Tackling/Dirty Players
Whats the verdict on this approach?
Their roster is as follows
Zombie
Zombie
Zombie
Zombie - Wrestle (earned this game)
Zombie
Ghoul
Werewolf - Block (earned this game)
Werewolf - Block
Wight - +1 AG (earned this game)
Wight - Double (earned this game)
Journey Man
They had a ghoul die, and started with no Flesh Golems. They sit with 3 rerolls at the moment and in their last game they got hurt badly losing a Wolf for the next game and losing the ghoul. They did luckily buy a Golem though. In their game against Amazons they killed a catcher getting a new zombie, had a zombie killed (who failed regen) and earned 4 skills.
The double wight I am thinking of giving him accurate. My reasoning is he gets accurate now, strong arm next and becomes a passer (something Necro usually doesn't get) and now he has an AG4 wight who can become the catcher. When the ghoul comes back (who will be MA 6 at this point) I was thinking of making the ghoul a Blodging sure hands ball carrier.
To summarize the strategy:
Wight - Thower
Wight - Catcher (AG 4 helps a lot with completion points)
Ghoul - Runner (Block/Dodge/Sure Hands)
Ghoul - Since he isn't there he has no job yet
Werewolf - Safety/Blitzer and Emergency ball runner
Werewolf - Safety Blitzer and Emergency ball runner
Flesh Golem - Since he is new see how he progresses
Flesh Golem - Need him first
Zombies - Wrestling/Blocking/Tackling/Dirty Players
Whats the verdict on this approach?
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A Wight Thrower is defintively an option worth looking at as they do have the best chance of being the best Thrower for Necro.
As a Catcher though I am hard pressed into wanting to develop a Wight that way.
Wights are your primary hitters before your WW's skill up. Even then with easy access to Guard, MB and PO they are still formidable.
To remove BOTH Wights from their bashy role is some kind of sin...
Develop your Ghouls as Catchers though, and what you will have is two heavy hitting Throwers. Ag 4 and Acc/SA Wight's to lob the ball upfield after the Golems and WW's clear a path sounds pretty damn sweet.
But don't make a Wight a Catcher, too slow, and WW's and Ghouls are much better for receiving the ball.
As a Catcher though I am hard pressed into wanting to develop a Wight that way.
Wights are your primary hitters before your WW's skill up. Even then with easy access to Guard, MB and PO they are still formidable.
To remove BOTH Wights from their bashy role is some kind of sin...
Develop your Ghouls as Catchers though, and what you will have is two heavy hitting Throwers. Ag 4 and Acc/SA Wight's to lob the ball upfield after the Golems and WW's clear a path sounds pretty damn sweet.
But don't make a Wight a Catcher, too slow, and WW's and Ghouls are much better for receiving the ball.
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Well let me clarify I wasn't making the Wight a solid catcher throughout his career, he is more of a character that is there who has AG4. The one becomes a thrower, and the AG4 one is just there to help out with Comp points. I figure if a wolf, wight or ghoul needs a completion for a point they might as well throw it to the guy who catches like an elf making the possibility of having to use a reroll less likely. And Block sounds good for the zombie. The wolves and Golems are going to be there to take out others the wight for doing his own thing the other one as a thrower, and the two ghouls will get block and one will likely get catch to make the possibility of where the throw will go much more unpredictible. Thank you though
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- Digger Goreman
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First Zombie skill: Kick.... Sets up wonderful turnovers for the Weres/Ghouls/Wights....
Wight skill on a doubles: D O D G E
Love a blodging wight... or ditch the doubles and get guard... nah, take dodge!
Zombie with wrestle.... Ooooooo-K.... Except for the kicker, my zeds go Block-then-dauntless.... Wrestle does have its uses, though I'm a get-down-to-three/four-zombies-asap kind of coach....
Wight skill on a doubles: D O D G E
Love a blodging wight... or ditch the doubles and get guard... nah, take dodge!
Zombie with wrestle.... Ooooooo-K.... Except for the kicker, my zeds go Block-then-dauntless.... Wrestle does have its uses, though I'm a get-down-to-three/four-zombies-asap kind of coach....
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LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
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Oh I know that for sure I used to play Necro full time during LRB 4.0. The problem is now that me and my friend are playing in 5.0 and he has no clue on how to play Necro he hasn't lets say done them justice, (hence when I play them they earned four skills)
The problem I have with a Wight with dodge is that the team will have four guys with dodge already. I have never had a wight with dodge before but I am unsure if it will work as planned. I am going to change the Zombie to block asap, and hopefully after the next game or two for the Necro we can get rid of some zombies for some positionals.
I was honestly torn between Dodge to make him harder to get over, Accurate for a thrower, and Guard to help out with blocking.
The problem I have with a Wight with dodge is that the team will have four guys with dodge already. I have never had a wight with dodge before but I am unsure if it will work as planned. I am going to change the Zombie to block asap, and hopefully after the next game or two for the Necro we can get rid of some zombies for some positionals.
I was honestly torn between Dodge to make him harder to get over, Accurate for a thrower, and Guard to help out with blocking.
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- mattgslater
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Dodge is at its best when you spam it across your roster.
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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.
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.
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Depends entirely on your playstyle.
Because I use my WW's as defenders primarily, my Wights as spearheads are skilled with Tackle Guard and MB.
If you find yourself throwing often, then hell man develop a thrower, it will only improve your game. And also add a dimension other Necro coaches don't have.
I have an Ag 4 Ghoul who I am hoping to develop as a passe` Thrower (that pun was so bad I hate myself)
My Other Ghoul is a Blodger with Sure Hands as a dedicated Runner.
The only double I've rolled on my Necro so far is double 6 on the Golem.
Ooh, I tell I a lie, I have a Guard, Block Zombie as well!!
I love my Necro team
Because I use my WW's as defenders primarily, my Wights as spearheads are skilled with Tackle Guard and MB.
If you find yourself throwing often, then hell man develop a thrower, it will only improve your game. And also add a dimension other Necro coaches don't have.
I have an Ag 4 Ghoul who I am hoping to develop as a passe` Thrower (that pun was so bad I hate myself)

My Other Ghoul is a Blodger with Sure Hands as a dedicated Runner.
The only double I've rolled on my Necro so far is double 6 on the Golem.

I love my Necro team

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I loved my old Necro team. This new one out of the three games we played my friend played them twice. I am trying to keep the team somewhat competitive though. Normally I would go with Dodge on the Wight if my friend didn't become best friends with fouling suddenly. So it is still a toss up until they play their next game.
I used to find myself as a bashy player trying to murder everyone I faced. Now after this little league where there are 8 teams and I get to use each of them I have become a much bigger understander to the way passy teams play. Heh getting an AG5 War Dancer really helps that out. I gotta see what he wants to give it too. But as it stands it is between Accurate for the thrower aspect no Necro team has, or for Dodge to give them another dodger on the team.
I used to find myself as a bashy player trying to murder everyone I faced. Now after this little league where there are 8 teams and I get to use each of them I have become a much bigger understander to the way passy teams play. Heh getting an AG5 War Dancer really helps that out. I gotta see what he wants to give it too. But as it stands it is between Accurate for the thrower aspect no Necro team has, or for Dodge to give them another dodger on the team.
Reason: ''