Hey everyone, I'm playing a Lizardmen team in my first Blood Bowl league. It's been a total blast, and I really enjoy the tricky dichotomy of the Lizards team, as well as their ability to catch opponents flat-footed on defense.
I gotten off to a strong start. But I'm starting to struggle in the late parts of the league and the last few games have been exciting, but rough.
The league is very bashy, and most other teams by now have a ton more block than I do and plenty of guard sprinkled amongst their hitters. I've only got two Sauri with Block and one with Break Tackle, and I've been finding my Strength 4 has become pretty moot and blocking with the Sauri becomes more and more risky as I get out-paced in the Block and Guard arms race. Naturally, of course, the harder it becomes for the saurus-line to hold ground or gain ground, the harder it becomes to protect the skinks.
How do people develop Lizards during the tail-end of a long league? I'm thinking Block may not even be a priority for the Sauri anymore, and might end up giving the ones who still manage to level either Break Tackle (and just admit that I've lost the blocking war), Wrestle (some protection on blocks and can bring down all the Blodge ball-carriers), or Guard (though, with as few Sauri that may still level before the end of the league, I'm not sure that just 1 or 2 Guard will really help all that much). If the Krox can manage a level (4spp after 9 games), he'll definitely take either Guard or Stand Firm (even on a doubles or stat increase).
I knew the later parts of the league would become increasingly more challenging for a lizard team (who can't get valuable [ie not Skink Agility rolls] skill-ups as easily or as quickly as many other teams), so I'm definitely willing and excited to face the challenge.
Thoughts on how to play Lizardmen late in a league?
- RogueThirteen
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Re: Thoughts on how to play Lizardmen late in a league?
I am of a different opinion than some other folks here. IMO Break Tackle should not be a priority early. Keeping the Saurus alive early is paramount. Block followed by some combination of Guard and Stand firm. maybe a Mighty Blow piece and Dodge on doubles anywhere you can get it I'd make Break Tackle a third or 4th skill. I also really like Grab. I'd probably pick one Saurus and throw Juggernaut/tackle on him early and try to make him my dedicated blitzer who pushed marks off a saurus I want to move.RogueThirteen wrote:Hey everyone, I'm playing a Lizardmen team in my first Blood Bowl league. It's been a total blast, and I really enjoy the tricky dichotomy of the Lizards team, as well as their ability to catch opponents flat-footed on defense.
I gotten off to a strong start. But I'm starting to struggle in the late parts of the league and the last few games have been exciting, but rough.
The league is very bashy, and most other teams by now have a ton more block than I do and plenty of guard sprinkled amongst their hitters. I've only got two Sauri with Block and one with Break Tackle, and I've been finding my Strength 4 has become pretty moot and blocking with the Sauri becomes more and more risky as I get out-paced in the Block and Guard arms race. Naturally, of course, the harder it becomes for the saurus-line to hold ground or gain ground, the harder it becomes to protect the skinks.
How do people develop Lizards during the tail-end of a long league? I'm thinking Block may not even be a priority for the Sauri anymore, and might end up giving the ones who still manage to level either Break Tackle (and just admit that I've lost the blocking war), Wrestle (some protection on blocks and can bring down all the Blodge ball-carriers), or Guard (though, with as few Sauri that may still level before the end of the league, I'm not sure that just 1 or 2 Guard will really help all that much). If the Krox can manage a level (4spp after 9 games), he'll definitely take either Guard or Stand Firm (even on a doubles or stat increase).
I knew the later parts of the league would become increasingly more challenging for a lizard team (who can't get valuable [ie not Skink Agility rolls] skill-ups as easily or as quickly as many other teams), so I'm definitely willing and excited to face the challenge.
With the Skinks, I am not a believer that you should skill twice and cut. Catch, side step, sprint, jump up and diving tackle are all nice skills, and I'd mix them to make some versatile skinks. They'll die. Don't shed a tear. Skinks back the Saurus line and put tackle zones on squares people try to dodge into. Doubles for skinks can be block, wrestle, sure hands, shadowing.
You don't need to push too far into your opponents half of the field to have a good chance at scoring. Focus on what you need to do to create a bubble with your Saurii and krox and get your skinks into it. Then work on a weak area and push forward.
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