Rookie Necro Team (LRB6) - doubles rolls
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- Super Star
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Rookie Necro Team (LRB6) - doubles rolls
My necro team just finished their second game, and two players got skill ups. This is what the team looks like:
WW1 - (doubles)
WW2 -
Z1
Z2
Z3
Z4
Z5
G1 - (doubles)
Wi1
Wi2
FG1
FG2
2RR
The werewolf is sitting at 8 SPPs right now, and the ghoul at 11 (consideration for how far from skill 2).
I was thinking Mighty Blow for the wolf, and Block for the ghoul. I am very inexperienced with necro and would appreciate some thoughts.
WW1 - (doubles)
WW2 -
Z1
Z2
Z3
Z4
Z5
G1 - (doubles)
Wi1
Wi2
FG1
FG2
2RR
The werewolf is sitting at 8 SPPs right now, and the ghoul at 11 (consideration for how far from skill 2).
I was thinking Mighty Blow for the wolf, and Block for the ghoul. I am very inexperienced with necro and would appreciate some thoughts.
Reason: ''
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- Thadrin
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Block on the Werewolf. Easy choice.
I think Leader or Nerves of Steel might be nice use of the double if you don't choose to just take Block or Sure hands on the ghoul.
I think Leader or Nerves of Steel might be nice use of the double if you don't choose to just take Block or Sure hands on the ghoul.
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Is it though? Block is a good choice, to be certain, but it is one that I can get on the next skill roll. Who knows when a doubles roll will come again and having Mighty Blow to compliment the Claw is a real nightmare for the other teams!Thadrin wrote:Block on the Werewolf. Easy choice.
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- DoubleSkulls
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- Joemanji
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Gotta be MB on the Were. It's what every Necro coach prays for.
Block will come soon enough ... with that combo he could score 10 SPPs in one game if you fed him the ball.
For the Ghoul ... probably Block. They need to survive, and the only Guard is a real option for me to use the double.

For the Ghoul ... probably Block. They need to survive, and the only Guard is a real option for me to use the double.
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- mattgslater
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Are you at least as good as the coaches around you? Mighty Blow on the Were, and Pass on the Ghoul. Are you getting schooled? Mighty Blow on the Were and Block on the Ghoul.
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I like to think of myself as a decent coach, but we do have one bruiser of a norse coach who did not lose (or even tie) a single game in the whole last season. Funny thing is that this guy used to be my whipping boy! Oh how the tables have turned!mattgslater wrote:Are you at least as good as the coaches around you? Mighty Blow on the Were, and Pass on the Ghoul. Are you getting schooled? Mighty Blow on the Were and Block on the Ghoul.
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- Digger Goreman
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Without hesitation: Mighty Blow! If you're lucky enough to get another double, immediately, Juggernaut.... One of my most fearsome Werewolves went Mighty Blow, +Av, Juggernaut, +Av....
Doubles on a ghoul is kinda tough.... IF you're gonna do Catch on a Were/another ghoul... then Accurate.... Leader is 30k for a reroll....
But Block will keep him alive MUCH longer....
Doubles on a ghoul is kinda tough.... IF you're gonna do Catch on a Were/another ghoul... then Accurate.... Leader is 30k for a reroll....
But Block will keep him alive MUCH longer....
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I used to run a pretty solid Undead team way back in the days, with a very successful throwing game. Block is a solid choice, but if you take Pass or Accurate now, you'll be doing a fair amount of throwing with him and he'll his second skill pretty fast. Then give him Block (or another passing skill on a double).
Don't neccesarily listen to me. I used to think I was Blood Bowl Jesus, but I've come to terms with the fact that I'm probably only about average. Also, I don't know a lot about running a Necros team. Still, I'm a firm believer in having some flexibility on a team.
Don't neccesarily listen to me. I used to think I was Blood Bowl Jesus, but I've come to terms with the fact that I'm probably only about average. Also, I don't know a lot about running a Necros team. Still, I'm a firm believer in having some flexibility on a team.
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I always thought it could make sense to give a Wight Pass on a double (because he can pick Strong Arm, Sure Hands, Kick-off Return/ and Tackle would work as well as he's anyway hanging around in front of the own end-zone as a Thrower) and to give Ghouls Nerves of Steal to make them Catchers. I never tried it because I'm quit uncertain if a such a Undead/ Necro. team will work. Werewolves of cause Mighty Blow or perhaps Nerves of Steal.
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- Super Star
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Let's jump the bandwagon then..
MB on the were (next double piling on, not jugs).
Ghoul is tougher.. Short term sure hands is a no brainer due to having only 2 RRs, whereas pass may become better after 2-3 skillups, mainly sure hands & block. This gives a credible 1TD threat on defence from nearly any position on the field combined with the MA8 weres.
I'd lean on sure hands for immediate benefit at the moment..
MB on the were (next double piling on, not jugs).
Ghoul is tougher.. Short term sure hands is a no brainer due to having only 2 RRs, whereas pass may become better after 2-3 skillups, mainly sure hands & block. This gives a credible 1TD threat on defence from nearly any position on the field combined with the MA8 weres.
I'd lean on sure hands for immediate benefit at the moment..
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Why? Werewolves with jugs are hot! Oh... you mean Juggernaut.Carnis wrote:Let's jump the bandwagon then..
MB on the were (next double piling on, not jugs).

I would tend to agree with you on this one - the Piling On would be just disgusting with the Claw/Mighty Blow combo. The onyl problem is that it would be so disgusting that my opponents would be taking every opportunity to foul him when he went down using the Piling On.
I also see the point of Sure Hands on the ghoul, as survivability is the issue for me right now - have to face that killer norse team soon!
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