Necro Team Management Questions

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Master Wang
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Necro Team Management Questions

Post by Master Wang »

I've searched back through the forum and found lots of good information on skill choices and setups, but couldn't find much related to my questions. I have the following team:

1 Werewolf Claws, Frenzy, Regen, Block 6spps
2 Werewolf Claws, Frenzy, Regen, Block, Dodge 17spps
3 Wight Block, Regen 3spps
4 Wight Block, Regen, Guard 7spps
5 Flesh Golem Regen, SF, TS
6 Flesh Golem Regen, SF, TS, Block 9spps
7 Zombie Regen 2spps
8 Zombie Regen, Block 7spps
9 Zombie Regen
10 Zombie Regen, Block 10spps
11 Zombie Regen 5spps
12 Zombie Regen 2spps
13 Zombie Regen
14 Zombie Regen

TV 1330k
Treasury 160k
Rerolls 3
Fan Factor 4
Ass. Coaches 1
Cheerleaders 1

My questions are as follows:

1. How should I spend the 160k?

a) a 4th reroll

Useful as I need to block with skilless players to get casualities and it'll help with ball handling.

b) 2 ghouls

More AG3, takes attention away from my wolves, and gives the team more speed. But, they'll take TD spps away from my wights and wolfs and I'd like to get the other wight Guard and make the other wolf a Blodger, and I'll have to worry about protecting them

2. Should I fire a zombie?

Two have come from raising the dead, and have been useful for gratuitous fouling, but they rob others of chances to get MVPs and bloat my TV a little, and if I get the ghouls, I'll be at 16 players.

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Post by rodders »

I'd fire 2 zombies and buy 2 Ghouls but i'm no Necro coach

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Post by Carnis »

rodders wrote:I'd fire 2 zombies and buy 2 Ghouls but i'm no Necro coach
2nded. Not a necro coach either. 4 RR's at 280k seems a lot though. You can stack up on wrestle/block/surehands to negate most of your RR needs.

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Post by Craigtw »

I would take the ghouls to be certain.

Especially if this is a fairly rookie league as this makes the ghouls that much better - the lack of tackle (dwarf teams aside) makes the ghouls far more survivable!

Also their speed and AG 3 makes them well suited for moving the ball. I am surprised that you did not start with at least one!

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Post by Leipziger »

+1 for 2 ghouls

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Post by mattgslater »

Ditto. Hire two Ghouls, fire two Zombies, try to score once with your rook Wight. "He'll take SPPs away" is an argument for initial team design, not for development. You've already got all the key skills on your existing ball-carriers, so taking SPPs away to give them to other rookies is a good thing. Besides, having lots of Dodge takes pressure off your Weres, so it doesn't really take SPPs away from them (Wights are a different story, but you're one engineered touchdown away from not worrying too much about it).

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Post by Digger Goreman »

It's rare for me to have over 11 players.... I like to concentrate the SPP....

A ghoul gives you dodge options you might not otherwise have until a Were at least reaches 2nd skill.... Having a ghoul (or two) gives you the option of pairing the weres and wights up front for 2d6 blitzes.... And the speed with which you can get the ball from deep to 3/4 upfield (and often protected) is astounding....

Nothing wrong with carrying rookie zombies for fouling, I suppose....
Master Wang wrote: 1 Werewolf Claws, Frenzy, Regen, Block 6spps
2 Werewolf Claws, Frenzy, Regen, Block, Dodge 17spps
3 Wight Block, Regen 3spps
4 Wight Block, Regen, Guard 7spps
5 Flesh Golem Regen, SF, TS
6 Flesh Golem Regen, SF, TS, Block 9spps
7 Zombie Regen 2spps
8 Zombie Regen, Block 7spps
9 Zombie Regen
10 Zombie Regen, Block 10spps
11 Zombie Regen 5spps
12 Zombie Regen 2spps
13 Zombie Regen
14 Zombie Regen
If you're not sure... try firing two rook zombies and hiring one ghoul to see how it runs.... Even when not handling the ball, ghouls are great for dodging around and lending assists.... I'd go ahead and fire 3 zeds! I almost never carry more than the three needed for the line and you have EIGHT! :o

When you're scoring TDs, you probably have your positionals concentrated near the crucial blocking spot... so blitz/block off the opposition around the Wight and hand off to him to get the spp needed to go up.... "Engineered", as Matt said....

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Post by Skipper »

I've also found that if you get up a point or two, that it is sometimes worth the effort to hand the ball off to flesh golum (make sure you have a re-roll and the area secure first) in an attempt to skill them up. I love when my flesh golums pick up the first or second skill.

For your block FG, when he skills next, you might consider giving him frenzy. When the opponent realizes what they are facing its often priceless. Granted this isn't the most efficient use of the FG, but it sure is fun. I'm looking forward to oneday rolling doubles on a FG and giving them Surefeet or Sprint to go with Block and Frenzy. However, that doesn't look like it'll happen anytime soon. Besides, if you get stuck on a sideline after a crowd surf, you really don't care. "GRIN"

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Post by mattgslater »

As an alternative to Frenzy, Grab on a Block FG is also a blast. Lets him feed the Werewolves!

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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.
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Post by Master Wang »

Looks like 2-3 zombies will be getting cut. Shame as I'm attached to the useless hunks of rotting flesh.

I'll get both ghouls I think.

There are nasty developed teams, but I don't have to play them and can challenge teams at my TV level instead.

Grab on the golem may depend on what other skills the team has when he next skills up.

Thanks for the opinions.

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Post by Carnis »

Digger Goreman wrote:It's rare for me to have over 11 players.... I like to concentrate the SPP..
HAH!

You should certainly visit our league then. It's DP, MB&Piling on galore. You'd be playing 5men offences on the 2nd half regularily.

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Post by Digger Goreman »

Certainly I'd have to adapt.... Things would start getting "foul"(ed), indeed.... :D

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