Necromancer with a lot of strength. Where to go now?

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MKL
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Re: Necromancer with a lot of strength. Where to go now?

Post by MKL »

SunDevil wrote: When that Wight rolled doubles, I would have jumped on Jump Up for Pile On later.
When i rolled that double, my team was the typical fast/light bash necromantic team. With hindsight... :)
SunDevil wrote: All that +ST means this team could really develop into a bash side. That's where I'd go.
Yeah, all that +ST tempt me to “go to the bash side”, hence my doubts :|
SunDevil wrote: Cut/rebuy the passing Wight and start hurting people!
Don't get me wrong: I love my passing Wight! He earned his place in the team :wink:

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Re: Necromancer with a lot of strength. Where to go now?

Post by SunDevil »

MKL wrote:Don't get me wrong: I love my passing Wight! He earned his place in the team :wink:
Fair enough. If that player is adding to the fun you experience while coaching the team, then keep slinging the ball with him!

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Jimmy Fantastic
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Re: Necromancer with a lot of strength. Where to go now?

Post by Jimmy Fantastic »

I prefer 8339 to 9338, but once you had gone down the MA route I would have gone for MA 10.
MA 10 is a lot better for scoring 1 turn tds, look at fumbbl and you will see loads of ma 10 and 11 players who scored a ridic amount of tds, not ma 9 ones.
I blitz with the wolf 9/10 so if you really want tackle now i would take it on the wolf as it is not a waste. SS is certainly not a pressing skill choice, Guard, Tackle and Surehands are all signicantly more important. I would take guard with everyone who can take it, thus diminishing the prospects of getting a tackle mb player anytime soon.

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mattgslater
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Re: Necromancer with a lot of strength. Where to go now?

Post by mattgslater »

Jimmy Fantastic wrote:MA 10 is a lot better for scoring 1 turn tds, look at fumbbl and you will see loads of ma 10 and 11 players who scored a ridic amount of tds, not ma 9 ones.
There are many reliable ways to get to a 1TTD with MA9, especially in LRB5+, with Grab (which also allows for extra blocks on drives where the 1TTD is less desirable). MA8 is a little harder, though still feasible. MA10 definitely makes it easier, but I don't think that's worth a power skill, especially when you lack a reliable passer or returner to get him the ball. If he gets a 10 at 76 SPP, then maybe. Or not.

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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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Jimmy Fantastic
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Re: Necromancer with a lot of strength. Where to go now?

Post by Jimmy Fantastic »

Dude you need to read the rulebook, grab is no help at all in one turning.
I know how easy it is to 1 turn with ma 9 but the fact remains ma10 and sprint is extremely reliable one turning. He does have a passing wight to get him the ball, and it's certainly easier than having to set up a lot of chainpushes beforehand.

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Re: Necromancer with a lot of strength. Where to go now?

Post by Carnis »

Jimmy Fantastic wrote:Dude you need to read the rulebook, grab is no help at all in one turning.
I know how easy it is to 1 turn with ma 9 but the fact remains ma10 and sprint is extremely reliable one turning. He does have a passing wight to get him the ball, and it's certainly easier than having to set up a lot of chainpushes beforehand.
Wrong, grab sometimes helps setup chain pushes. Often juggernaut is better though. Both are kind of marginal skills though.

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Jimmy Fantastic
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Re: Necromancer with a lot of strength. Where to go now?

Post by Jimmy Fantastic »

Yes Carnis I knew a competent player such as yourself would know this, but from his posts it is clear he misunderstands the grab skill.

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mattgslater
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Re: Necromancer with a lot of strength. Where to go now?

Post by mattgslater »

Jimmy Fantastic wrote:Yes Carnis I knew a competent player such as yourself would know this, but from his posts it is clear he misunderstands the grab skill.
I'm not sure I understand what you think my misunderstanding is; to my understanding, a 2d hit with Grab has a 5/9 to set up a chainpush into an adjacent vacant square along the OL. Is this incorrect? Please enlighten. I do believe Grab to be an underrated skill (a quality toolbox job, just below Tackle or Frenzy, WAY better than the near-worthless Juggernaut), but I also think it's pretty straightforward.

And hey, wait a second. You just said I was wrong about something. Then Carnis disagreed with you. Then you acknowledged that you were wrong about my being wrong, implied that you understood that when you said it, and said that you only said something you knew to be wrong because you thought I misunderstood something else about a related thing?

:lol: :lol: :lol:

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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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Re: Necromancer with a lot of strength. Where to go now?

Post by Insane_Prophet »

Jimmy Fantastic wrote:Yes Carnis I knew a competent player such as yourself would know this, but from his posts it is clear he misunderstands the grab skill.
Given how much Matt loves Grab I doubt he misunderstands how it works...

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Re: Necromancer with a lot of strength. Where to go now?

Post by Ullis »

I have a feeling (without doing the numbers) that every +MA helps a lot in one-turning, simply due to the fact that you need one less push. A necromantic team cannot guarantee three die blocks to maximise chances of pushing either so the +MA would probably help a lot. But I see where Matt is coming from. The team lacks a reliable option to get the ball to the wolf for the 1 turner attempt, especially against teams that have Kick. That wight isn't much of a passer even with Pass and Strong Arm.

But giving the wolf Sprint, perhaps followed by Sure Feet, would be overkill. And if the wolf would be a natural one-turner, he'd have to punch a hole against an end zone line against a moderately competent player which is always iffy with a ST3 player.

Anyway, MA 10 is a valuable asset by itself. Bash teams would have to cage very deep to avoid getting blitzed. No team ever has enough +stat freaks.

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Jimmy Fantastic
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Re: Necromancer with a lot of strength. Where to go now?

Post by Jimmy Fantastic »

Grab is only very marginally useful when attempting a ott, certainly not useful enough to say "With MA9 and one Grab player he can 1TTD with ease". Thinking grab could push someone into an occupied square is the only way a sensible person could justify that sentence.

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Re: Necromancer with a lot of strength. Where to go now?

Post by mattgslater »

Assuming you can't get 3d on the opening Grab (not a safe assumption), it's 5/9 to push x 20/27 to push x 26/27 to push/kd, plus 1/3 of a blitz-based attempt, equals about 40% plus 1/3 of a blitz-based attempt, or better than 50%. If you can get 3d on the opening grab attempt, it's 20/27 x 20/27 x 26/27, or better than 50%, again, but probably with no blitz-based option. Ease? Okay, maybe not easy. But good enough that your opponent can't assume it'll fail, which is where the real value of 1TTD mechanisms lies.

Reason: ''
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.
MKL
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Re: Necromancer with a lot of strength. Where to go now?

Post by MKL »

Ullis wrote: But giving the wolf Sprint, perhaps followed by Sure Feet, would be overkill.
This.

As I already said, there is no such thing as “too much MA”, but I need to bolster my defense (as pointed out by MattGS and SunDevil).
A OTTD specialist is a luxury this team cannot realistically afford now: I need to wait till 76 spp to get Sprint and the “natural one-turner”. It's too much time: I only got 4 games to the end of this league, 16-17 games till retirement.
I already took my chance choosing a passing-Wight, now I think I need to cash in.

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Re: Necromancer with a lot of strength. Where to go now?

Post by mattgslater »

Your odds of 1TTD'ing with an AG3 unskilled retriever and an AG3 carrier are 4/9 even if the pass is automatic. With AG3/Pass/SA, you've got some brew of 8/9, 3/4 and 5/9 odds mixed together, probably somewhere over 80% if the opponent doesn't have Kick, and over 70% if he does. Throw that in with 4/9, and the value of a near-automatic 1TTD once you've got the ball is pretty darn low.

What you're really doing with a credible 1TTD engine is implying pressure against offensive stallers. Is that valuable? Yes. Is it valuable enough to invest in? Not if you don't have guys who can pick up, throw and catch. You only have one of those three bases covered. So if you can get it by taking an MA up and a toolbox skill that you'd want anyway, like Grab, then go for it. But dedicating to it with two MA ups and a player's whole development track? Not for me, thanks. At least not with a Werewolf. Maybe with a Human Catcher or something, 'cause he's got Catch and is taking a shot from a guy with SH, and probably Acc and KOR by that point (or at least a better position, because there are two of them).

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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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Jimmy Fantastic
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Re: Necromancer with a lot of strength. Where to go now?

Post by Jimmy Fantastic »

I would never recommend a MA10 werewolf, but a MA9 one already has wasted one skill up so you might as well waste another one and have a somewhat interesting unique player.
People are obsessed by taking doubles rolls and +ma/+av when a decent amount of the time you are better off taking a skill that is more useful.

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