Advanced Ghoul with doubles
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Advanced Ghoul with doubles
A couple of seasons ago I had a well developed running ghoul on my necro team - ag3 but block, sh, ss, fend, kick. When I had a rookie ghoul level up I went with wrestle to make a safety. And then he rolled +Ag and the other ghoul died. Wrestle doesn't stack well with being a ball carrier...but it worked well enough. Well, now I have an even better running ghoul in the works....and my safety rolled 5+5.
So I'm considering Guard, MB, +AV, or +MA. Thoughts? My next opponent is an Orc team with some nice tackle/MB blitzers and 5 guard players (counting the troll). Then rookie Khemri (hello Ramtut and Morg!). The strongest team in my division is a Vamp team at about my TV.
My current team;
FG: Block, Guard
FG: Block, Guard, Niggle
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF, Grab
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle, SS
GH: +AG, Block, SS
GH: Wrestle, +AG, Tackle, SS, -MA, [5+5]
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx2: Rookie
13 Players
4 RR
1 Cheer/1 Coach
2290 TV
So I'm considering Guard, MB, +AV, or +MA. Thoughts? My next opponent is an Orc team with some nice tackle/MB blitzers and 5 guard players (counting the troll). Then rookie Khemri (hello Ramtut and Morg!). The strongest team in my division is a Vamp team at about my TV.
My current team;
FG: Block, Guard
FG: Block, Guard, Niggle
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF, Grab
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle, SS
GH: +AG, Block, SS
GH: Wrestle, +AG, Tackle, SS, -MA, [5+5]
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx2: Rookie
13 Players
4 RR
1 Cheer/1 Coach
2290 TV
Reason: ''
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- mattgslater's court jester
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Re: Advanced Ghoul with doubles
I like to give AV7 players AV8 so I would go with +AV. Some players don't need it like a Thrower or a Catcher but some do.
Gives them a bit more endurance.
Gives them a bit more endurance.
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The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
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Re: Advanced Ghoul with doubles
I would take frenzy, this guy is your go to guy when taking down slippery guys and frenzy will increase this capabilaty. With SS, AG4 and 2 werewolves with side step also means that he can take part in setting up nice surfs.
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Re: Advanced Ghoul with doubles
Perhaps, but part of the way I use him is when I do NOT want to follow up.adhansa wrote:I would take frenzy, this guy is your go to guy when taking down slippery guys and frenzy will increase this capabilaty. With SS, AG4 and 2 werewolves with side step also means that he can take part in setting up nice surfs.
If a target is in the open I will hit them with a wolf. If the target is in a scrum with a small opening this ghoul can sneak in.
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- Lunchab1es
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Re: Advanced Ghoul with doubles
Maybe it's just me, but I would feel wasteful to pay for the +1mv when he is currently move broken...so you're paying extra just to give him back his normal movement.
With that ag boost you could always skip the double and go to leap and have him wrackle the middle of a cage down. Or, mighty blow now, leap later, so he hops in and murders the weaker ball carrier
I don't know... there are lots of ways to take this but not that many require doubles. I suppose you could go way out of the box and give him pass, then ko-ret, and have him toss the ball to one of your many other agility boosted players
With that ag boost you could always skip the double and go to leap and have him wrackle the middle of a cage down. Or, mighty blow now, leap later, so he hops in and murders the weaker ball carrier

I don't know... there are lots of ways to take this but not that many require doubles. I suppose you could go way out of the box and give him pass, then ko-ret, and have him toss the ball to one of your many other agility boosted players

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- Fassbinder75
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Re: Advanced Ghoul with doubles
Leap? AG4 gives him some flexibility here. My friend considers Ghouls temporary citizens - with Leap you would up the stakes on him, but he'd be pretty cool while he's still alive. Frenzy is another good alternative.
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Re: Advanced Ghoul with doubles
+ma for me. Going from 6 to 7 ma is fairly big. And you got lots of Ag, but not so much Ma (all that Wrestle can slow you down).
Second choice for me is M-Blow: not usually keen on it, but looks like you blitz fairly often with this guy.
Guard is always good, especially with S-Step, but there are the usual arguments against taking it on a Av7 non-regenarating player...
+Av: not my cup of tea.
Second choice for me is M-Blow: not usually keen on it, but looks like you blitz fairly often with this guy.
Guard is always good, especially with S-Step, but there are the usual arguments against taking it on a Av7 non-regenarating player...
+Av: not my cup of tea.
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Re: Advanced Ghoul with doubles
Guard for me, with tackle and side step he will become a total pain to deal with, add in his AG 4 so if they spill the ball trying to get the carrier his hassling free he can scoop it up and get it off to your running ghoul, using him this way makes the Ma decrease less important, while still getting full use out of the skills he has.
Crimsonsun
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Re: Advanced Ghoul with doubles
Two weres with Mb = guard to help them
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Re: Advanced Ghoul with doubles
I'm not too concerned about the wrestle on the zombies slowing me down - the most agile team in my division is Norse so speed is almost never an issue.
Guard is appealing, especially on a SS/Blodge piece. Presuming I can keep the ghoul away from tackle/MB types I can see where it would help.
Interestingly, a lot of my Necro games often come down to how long the Zombie can stay on the field, since they allow me to shield the more important players, and I can generally remove opponents from the pitch...if I don't get overwhelmed right out of the gate.
Guard is appealing, especially on a SS/Blodge piece. Presuming I can keep the ghoul away from tackle/MB types I can see where it would help.
Interestingly, a lot of my Necro games often come down to how long the Zombie can stay on the field, since they allow me to shield the more important players, and I can generally remove opponents from the pitch...if I don't get overwhelmed right out of the gate.
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- mattgslater
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Re: Advanced Ghoul with doubles
Another vote for Guard.
+MA on -MA piece = good money after bad. Keeping him is telling Nuffle that you don't need the speed; don't go take +MA. Similarly, +AV except as a late improvement on AV9 is tempting fate: 30k for a 4+ save on a 200k player who lives in the scrum is hard to argue with, but 30k for a 5+ save (AV7 vs 8) on a guy you don't want getting hit in the first place, that's less attractive.
Every time somebody takes +AV in my league, they die or retire. We used to joke about the Curse of the Magic Helmet, back in the day.
But there's always room for more Guard.
+MA on -MA piece = good money after bad. Keeping him is telling Nuffle that you don't need the speed; don't go take +MA. Similarly, +AV except as a late improvement on AV9 is tempting fate: 30k for a 4+ save on a 200k player who lives in the scrum is hard to argue with, but 30k for a 5+ save (AV7 vs 8) on a guy you don't want getting hit in the first place, that's less attractive.
Every time somebody takes +AV in my league, they die or retire. We used to joke about the Curse of the Magic Helmet, back in the day.
But there's always room for more Guard.
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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.
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: Advanced Ghoul with doubles
I wish I had your dice...swilhelm73 wrote: My current team;
FG: Block, Guard
FG: Block, Guard, Niggle
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF, Grab
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle, SS
GH: +AG, Block, SS
GH: Wrestle, +AG, Tackle, SS, -MA, [5+5]
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx2: Rookie
13 Players
4 RR
1 Cheer/1 Coach
2290 TV
Leap is a viable option, AV if you just want to keep him alive or... Diving Tackle or Strip Ball. Jump-Up is useful as well.
I wouldn't pick guard as you have a lot of mobility with the wights, which means that you probably can get the guard where you want it, adding to the surgeon strikes that differ Necro from other bash teams.
Congrats on a nice team, btw!
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Re: Advanced Ghoul with doubles
I went with guard, as I find I can always use more guard to support the WWs.
And then last game my ag5 wight (ag4 at the time) died - so I'm back to 4 guards until I can get the new wight to lvl2...
My division has six teams and I ran through the first 5 games, so starting the second cycle I draw the only team to beat me...vamps.
My strategy was to try and depitch thralls and make long drives, which failed when I couldn't even KO them, and my opponent failed almost no bloodlust rolls.
Taking the opportunity to fail a juicy vamp target...stun/stun...didn't help either as it left me out of position.
And then last game my ag5 wight (ag4 at the time) died - so I'm back to 4 guards until I can get the new wight to lvl2...
My division has six teams and I ran through the first 5 games, so starting the second cycle I draw the only team to beat me...vamps.
My strategy was to try and depitch thralls and make long drives, which failed when I couldn't even KO them, and my opponent failed almost no bloodlust rolls.
Taking the opportunity to fail a juicy vamp target...stun/stun...didn't help either as it left me out of position.
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Re: Advanced Ghoul with doubles
Hi mate you have me really confused with your last post;
Your Ag 5 Wight is died, but he was Ag 4 at the time how does that make sense?
Your division has six teams, ok, you have played five, fine with vamps up next? (my favourites) I am assuming you will have to play the groups other teams a second time as well?
My Khemri post describes that the removal of Thralls is not a sound tactic, but with all that high Ag in your squad along with the speed of the WW you should be able to screen-dash though them. Yeah fouling is something I have learnt the hard way to be selective about, I have previously mentioned my over Zealous nature and this is an area i have vastly improved on, at the end of the day you need to weigh up if the foul will provide more gain than the players position, if unsure play safe. Its sound advice I just need to take heed of it more myself.
I agree I cannot see how wrestle zombies would slow you down, they are used to keep threats marked up and from causing you trouble, also with the speed of a Necromantic team I find screening elfish style is far more effective than caging.
Anyway I hope I have offered some advice that is worthwhile, and if you could clarify your post I would appreciate it as I do not understand what you were getting at currently.
Crimsonsun
Your Ag 5 Wight is died, but he was Ag 4 at the time how does that make sense?
Your division has six teams, ok, you have played five, fine with vamps up next? (my favourites) I am assuming you will have to play the groups other teams a second time as well?
My Khemri post describes that the removal of Thralls is not a sound tactic, but with all that high Ag in your squad along with the speed of the WW you should be able to screen-dash though them. Yeah fouling is something I have learnt the hard way to be selective about, I have previously mentioned my over Zealous nature and this is an area i have vastly improved on, at the end of the day you need to weigh up if the foul will provide more gain than the players position, if unsure play safe. Its sound advice I just need to take heed of it more myself.
I agree I cannot see how wrestle zombies would slow you down, they are used to keep threats marked up and from causing you trouble, also with the speed of a Necromantic team I find screening elfish style is far more effective than caging.
Anyway I hope I have offered some advice that is worthwhile, and if you could clarify your post I would appreciate it as I do not understand what you were getting at currently.
Crimsonsun
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Re: Advanced Ghoul with doubles
It's an old injury, see below (emphasis mine)crimsonsun wrote:Hi mate you have me really confused with your last post;
Your Ag 5 Wight is died, but he was Ag 4 at the time how does that make sense?
(...)
swilhelm73 wrote: FG: Block, Guard
FG: Block, Guard, Niggle
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF, Grab
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle, SS
etc...
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