Lizardmen Starting team

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Lizardmen Starting team

Post by victorvoncarstien »

Hey...I am starting up a lizzie team in the near future and am wondering wether this is a good starting roster

1 kroxigor
4 saurus
6 skinks
2 re rolls
7 fan factor

thanks in advance mon amis :D

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Post by sean newboy »

My choice would be to drop the Krox for a skink, 1 reroll, and 1 ff. The last 2 are more important in bb2k3 than the hitting power to start off with.

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Post by victorvoncarstien »

cool...thanks for the help...I was wondering wether to go for more players to start out hitting

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Post by Matsu »

I've gotta agree. The Krox is probably the weakest of the Big Guys, and that's saying something. You'll still be the strongest team in the league with 4 Sauri.

4 Sauri
7 skink
3 RR
8 FF

It's simple and effective. You'll be creating mismatches all over the field. The first time you roll doubles on a skink you should *strongly* consider sure hands - the Lizzie player here goes berserk trying to pick up the ball.

If you really LOVE hitting hard, you can drop 2 FF to turn a skink into another Saurus. It's probably better for the short term, but the FF will be more valuable in the long term because you can just buy the Saurus later.

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Post by sean newboy »

In my opinion its not that the kroxigor is a bad big guy but rather that he isnt needed as much on a team with 4 sauri.

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Post by Blackscale »

But the Kroxigor has mightly blow, that will really help to reduce the number of opposing players and with some luck, the krox will get casualty points.
Also, you really don't need 7 skinks. In my experience, having three on the field is more than enough (although you will always start with 4, if you, eventually, have 6 saurus and 1 krox).

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Post by BigD »

I've gotta say I'd probably ditch the Kroxigor as well. BUT I would try to have 5 Saurus's. The reason for this is simple. It takes two players to tie up each one generally to get a one die block. And with 3 on the LOS spaced 2 squares apart it leaves you one in each of the wings but just back off the front line so he's got to Blitz to take him down. And the chances are slim as we all know. As the team developes then I'd go for a complete line as you put the Krox on the front and just space the saurus's one apart providing coverage. No free tackle zones here of course. But also I like to keep two Saurus's back when kicking so you've got one free on each side to blitz any player coming through with the ball. Yes the Saurus can blitz, and do it nicely. Just ask my opponents.

The Krox is nice but I find he spend too much time doing nothing at all as he failed his Bonehead roll. DOH! Flamin annoying but with my luck he's out generally for 2 turns per half. Can you afford this at the start? Also he's got to be the slowest player for getting skills. Mighty Blow should help I agree, great for getting KOs but not necessary putting the bugger out. If you're working on this then Block and Piling On is the way to go! Pure and Simple! And he can make a great HUGE blitzer as well LOL Great to see the look on your face when he does take out one of those nasty Elves!

Personally I like to keep the FanFactor high as well. 7 or 8 is excellent as a starting point. Anything less and you can run into trouble. Also generally 2 RRs is enough. It can be hard but you learn to pick your plays very quickly.

As already pointed out though. The first skill for ANY skink if you get doubles is Sure Hands. Otherwise a Skink with an Agility of 4 is sweet but you've gotta be lucky to get this. Skinks just don't pick up the ball very well at all I'm afraid. Time and time again you'll get a turnover because of this. Always keep the RRs for that as you'll need it! And when your Skinks do get a chance for Skills go with Catch followed by Side Step. Its a great skill to have and worth its weight in gold. Of course the only problem with Skinks is no access to General Skills unless you get doubles, which is annoying. It does make them quite weak but they can sure move it when they have too!

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Post by BigD »

If doing a new team I'd probably look at:

6 Saurus
5 Skinks
2 RRs
9 FF
1 Cheerleader

If you don't need the cheerleader then great. Keep the extra 10K towards the Apoth as you're bound to need him at some stage. If you want the Apoth straight up then I'd suggest the following:

5 Saurus
6 Skinks
2 RRs
7 RRs
1 Apoth

Having the 3rd RR is nice but if you play it pretty safe then you shouldn't need it. Remember as well the Kroxigor can't use RRs anyway, another reason why I wouldn't take him from the start. And this is experience talking here as well.

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Post by Sputnik »

I would take a saurus an an apo instead of the krox. You could need the apo right from the start since your skinks are vulnerable. It may also be tough to get a 12th player after the first match and every MNG will then hurt you even more. :o

BigD wrote:
Having the 3rd RR is nice but if you play it pretty safe then you shouldn't need it. Remember as well the Kroxigor can't use RRs anyway, another reason why I wouldn't take him from the start
Not having much rr would be the argument FOR the krox, not against it. If you have no rr left there is no difference in failing the block with the saurus without block or the krox. :cry:

But the krox has mighty blow (nice if both go down) and is harder to bring down for your opponent. :lol:

Have fun with the lizzies :wink:

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Post by BigD »

Hmmmmmmm I can see where you're coming from but Bone Head is just too bigger factor in the game from my experience. The Kroxigor is great for covering 3 players and still getting at least a 1 die block but if he fails his BH roll then what does it matter? All the either step away or take him out anyway?!? And then lets see him try to get up after going down here? He nearly always fails that I've found in my gaming to date, so then you've lost him for two turns where you're effectively down a player and your opponent has the others free to create havoc.

At least with a Saurus you don't have to worry about the BH factor. Also I wouldn't use the Krox in my opening play, at least NOT straight away. If you end up with a double skull then thats it for your turn. And don't say it doesn't happen, I'd disagree completely having had it happen a number of times. And nearly always when you need it. Remember of course if you're trying for the Blitzing Krox and he fails the BH roll then its a pretty expensive turn

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Post by Sputnik »

BigD wrote:
The Kroxigor is great for covering 3 players and still getting at least a 1 die block but if he fails his BH roll then what does it matter?
Why should I block in this situation?? :o

If one of my players can keep three opponent's players busy I score!!! :lol:

No BH, no double skull, just a TD (or so in theory)! :lol:

I wouldn't take the krox right from the start but having one can be of value. :lol:

And as long as you are not outnumbered and have some turns left...I tried to blitz with my krox at the Dutch open 5 times in a row and failed the BH!!! :puke: Once I got him moving however he was slicing a path through the opposition and the skinks just followed! :lol: :lol:

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Post by Zombie »

Matsu wrote:The Krox is probably the weakest of the Big Guys, and that's saying something.
Funny you should say that, as i actually find the kroxigor to be the best of all big guys. Compared to the second best, the ogre, he has +1MA, -1AG (who cares), and prehensile tail!

I agree though, that as with most big guys, it's better not to start with him and stock up on rerolls instead.

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Post by Ancalagon »

I usually start my lizard teams at leagues using 6 saurus option and have good results...

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