starting 5.0 necros
- Drool_bucket
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starting 5.0 necros
Shortish league (8-10 games with 2-3 playoffs)
Werewolf
Flesh Golem x2
Wight x2
Zombie x6
RR x3
FF x3
Thoughts?
Werewolf
Flesh Golem x2
Wight x2
Zombie x6
RR x3
FF x3
Thoughts?
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Member of the DorkaMorka Blood Bowl League (DMBBL) of the Greater Boston Area
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I'm in the midst of a short league with Necros.
I went with 2 WWs, 1FG and 2FFs.
I found 1 FG, especially after he got Guard, with 2 zombies formed a pretty solid obstacle in the middle of the field.
The werewolves were fantastic in pairs. I think of them as panzer divisions .... instant local superiority at either flank and able to exploit weak spots anywhere.
They also allow me to keep the sidelines relatively weak as opponents learned to fear being pushed into the crowd.
They are quite tough with AV8 and regen but be a little careful with them till you save up 120K for a replacement.
I went with 2 WWs, 1FG and 2FFs.
I found 1 FG, especially after he got Guard, with 2 zombies formed a pretty solid obstacle in the middle of the field.
The werewolves were fantastic in pairs. I think of them as panzer divisions .... instant local superiority at either flank and able to exploit weak spots anywhere.
They also allow me to keep the sidelines relatively weak as opponents learned to fear being pushed into the crowd.
They are quite tough with AV8 and regen but be a little careful with them till you save up 120K for a replacement.
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- kano
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Start with 2 WW is not a must in a league where you play 8-10 match, this is a must in tourney or you can't save money. Of course your first purchase will be the second WW.
Start with 3RR looks more a must, but you could start with 2 WW it's depend how do you play!
Use your WW to pick up the ball is wrong idea, you have to keep your WW free for a blitz each turn. Regen is nice but WW looks target and you will prefer to have an apo, so you can't let your WW to be hurt and you need to protect him. For this reason it will be more easy to start with just 1.
In league (with play off) start with 2 FG is a nice idea, they are some difficulty to win spp.
Your objectif is to have the best team for play off.
In fact you need to buy a ghoul to pick up the ball, because do this job with wigth is not optimal to. Wight is your flexible player, you could use him in a melee, or try to back the defensive line to score, assist werewolf, you prefer that wight will be hurt than WW, you could also play the ball with him.
You need to buy a ghoul so buy it first
In LRB 5 : FF is not interesting, try to start with less zombie due to +10k
1 WW
2 FG
2 Wigth
1 Ghoul
5 Zombie
3 RR
0 FF
Looks really a great roster for your kind of league
Start with 3RR looks more a must, but you could start with 2 WW it's depend how do you play!
Use your WW to pick up the ball is wrong idea, you have to keep your WW free for a blitz each turn. Regen is nice but WW looks target and you will prefer to have an apo, so you can't let your WW to be hurt and you need to protect him. For this reason it will be more easy to start with just 1.
In league (with play off) start with 2 FG is a nice idea, they are some difficulty to win spp.
Your objectif is to have the best team for play off.
In fact you need to buy a ghoul to pick up the ball, because do this job with wigth is not optimal to. Wight is your flexible player, you could use him in a melee, or try to back the defensive line to score, assist werewolf, you prefer that wight will be hurt than WW, you could also play the ball with him.
You need to buy a ghoul so buy it first
In LRB 5 : FF is not interesting, try to start with less zombie due to +10k
1 WW
2 FG
2 Wigth
1 Ghoul
5 Zombie
3 RR
0 FF
Looks really a great roster for your kind of league
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- Digger Goreman
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Interesting that everyone believes so differently!
I believe in firepower on the board and would take:
5 Zombies
2 Werewolves
2 Flesh Golems (Frank & Stein)
2 Wights
2 ReRolls
20k worth of FF/Cheerleaders/Assistants/Treasury
Except that someone might eventually want a near-no-zombie team, I can't imagine why Ghouls exist for this team! Their skill progression is the same as a Werewolf and they're softer and slower! Didn't like 'em on Undead team... don't like 'em on Necro!!!
Just as a sidenote: I used to play pathetically (used to?
) with only two or three rerolls. Now, having gotten used to having two rerolls and using the 4 minute rule, I've found my coaching ability has increased.
Nuffle grant me the serenity
To change the rolls that I can
And to except the rolls that I can't
And the wisdom to distinguish between the two!
(And lotsa sixes!!!
)
I believe in firepower on the board and would take:
5 Zombies
2 Werewolves
2 Flesh Golems (Frank & Stein)
2 Wights
2 ReRolls
20k worth of FF/Cheerleaders/Assistants/Treasury
Except that someone might eventually want a near-no-zombie team, I can't imagine why Ghouls exist for this team! Their skill progression is the same as a Werewolf and they're softer and slower! Didn't like 'em on Undead team... don't like 'em on Necro!!!

Just as a sidenote: I used to play pathetically (used to?

Nuffle grant me the serenity
To change the rolls that I can
And to except the rolls that I can't
And the wisdom to distinguish between the two!
(And lotsa sixes!!!

Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
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In an 8 - 10 game league winning lots quickly is paramount to victory. Werewolves win games like no other player on the Necro team. Not having two from the start seriously hurts your ability to compete in the early games, which cuts back your potential winnings. In a short league you want to win from Game 1 onwards to get as much cash as possible quickly.
FGs don't win games, WWs do.
I'm going to go as far as saying not having 2 WWs is a mistake. I even believe that not taking 3RRs would be an error. But Vomit's list with 2 FGs and 2WWs is a reasonable compromise (if you can handle the increased turnover rate due to having only 2RRs)
Put the spare cash into the treasury (instead of FF in a short term league) as it speeds you in reaching the ability to purchase that extra player a lot faster than FF does.
This said I'd take either:
Werewolf x2
Flesh Golem
Wight x2
Zombie x6
RR x3
FF0
30K in Treasury
You can go -1 Zombie +1 Ghoul (no treasury) if you want, but the Ghoul will be a high priority target and will most likely get injured.
or (Higher risk imo)
5 Zombies
2 Werewolves
2 Flesh Golems
2 Wights
2 ReRolls
20k in Treasury
Last word on the thoughts. Here's an adage that should be remembered in BB.
One of anything is an obvious target (for an opponent), be sure that it's tough enough to survive the extra attention.
Edit:
I wanted to talk a little about my comment on using Wights as Ball carriers. This is a little trick I learnt from using Orc/Khemri teams, the 6338 Block player is a decent ball carrier and scorer if you plan to grind it. The Necro team is capable of Grinding well down a wing thanks to Frenzy.
What you intend to do is score twice with one Wight in match one (and score any more spread between the Werewolves) at the end of the match you give him Guard and he stops working as a Ball Carrier, Wight number 2 then steps up and works as a ball carrier for the next match. You attempt to do the same thing again and give the second Wight Guard or Tackle (depending on what role you want to asign him, I tend to give them both Guard and put Tackle on the Werewolves/Ghouls. After this you're free to buy ghouls and score with your WWs. But you should never forget that Wights can get SPPs through scoring TDs, and they're rather good at it.
Planning like this really helps speed up your team development and the Wights can then mix it up and support your other players. Cause waiting for a Golem to get Guard can sometimes take forever.
FGs don't win games, WWs do.
I'm going to go as far as saying not having 2 WWs is a mistake. I even believe that not taking 3RRs would be an error. But Vomit's list with 2 FGs and 2WWs is a reasonable compromise (if you can handle the increased turnover rate due to having only 2RRs)
Put the spare cash into the treasury (instead of FF in a short term league) as it speeds you in reaching the ability to purchase that extra player a lot faster than FF does.
This said I'd take either:
Werewolf x2
Flesh Golem
Wight x2
Zombie x6
RR x3
FF0
30K in Treasury
You can go -1 Zombie +1 Ghoul (no treasury) if you want, but the Ghoul will be a high priority target and will most likely get injured.
or (Higher risk imo)
5 Zombies
2 Werewolves
2 Flesh Golems
2 Wights
2 ReRolls
20k in Treasury
Last word on the thoughts. Here's an adage that should be remembered in BB.
One of anything is an obvious target (for an opponent), be sure that it's tough enough to survive the extra attention.
Edit:
I wanted to talk a little about my comment on using Wights as Ball carriers. This is a little trick I learnt from using Orc/Khemri teams, the 6338 Block player is a decent ball carrier and scorer if you plan to grind it. The Necro team is capable of Grinding well down a wing thanks to Frenzy.
What you intend to do is score twice with one Wight in match one (and score any more spread between the Werewolves) at the end of the match you give him Guard and he stops working as a Ball Carrier, Wight number 2 then steps up and works as a ball carrier for the next match. You attempt to do the same thing again and give the second Wight Guard or Tackle (depending on what role you want to asign him, I tend to give them both Guard and put Tackle on the Werewolves/Ghouls. After this you're free to buy ghouls and score with your WWs. But you should never forget that Wights can get SPPs through scoring TDs, and they're rather good at it.
Planning like this really helps speed up your team development and the Wights can then mix it up and support your other players. Cause waiting for a Golem to get Guard can sometimes take forever.

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You are right, but it's better to said WW score (and blitz) and not FG, but FG do other for the win to.fen wrote: FGs don't win games, WWs do.
With a lot of respect to the whole part of BB player who thinks that is an adage...this adage sucks or it's just an advice for beginner and weak player. Like the famous adage start your team with 12 players or more because you start BB and your are weak... LOLfen wrote: Last word on the thoughts. Here's an adage that should be remembered in BB.
One of anything is an obvious target (for an opponent), be sure that it's tough enough to survive the extra attention.
No, One of anything is the best choice for your flexibility...of course I prefer 2,3 or 4 if the player is your key for victory (for efficiency). If you take 2 WW because you are not able to protect the both is just a lack of coaching.
If it's an adage true then don't play star, don't choose AG 5 for a skink, don't play Dark elf renegade with chaos all star...
Me I like to have 11 targets on the field just mean your team is good.
Buy a ghoul and take block and sure hand to have a perfect ball carrier, if your opponent plan is to hurt your ghoul, it's may be because your ghoul is the key of the victory...if you think WW is the key for victory play ghoul to have an other target. LOL
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- Jeremiah Kool
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That list is TV 101 so your treasury should be 20K. Second list works. Too bad, because then you could swap one Zombie for a Ghoul, that would be a great setup for tournaments (IMO). One or two Ghouls for a league aren´t that bad. A Bodge Ghoul is easy to get and dificult to take down.fen wrote:
This said I'd take either:
Werewolf x2
Flesh Golem
Wight x2
Zombie x6
RR x3
FF0
30K in Treasury
You can go -1 Zombie +1 Ghoul (no treasury) if you want, but the Ghoul will be a high priority target and will most likely get injured.
Regarding this I also like this one:
Werewolf x2
Flesh Golem
Wight x1
Ghoul x2
Zombie x5
RR x3
FF0
10K Treasury
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- Digger Goreman
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If you guys don't mind my piggy-backing on this thread since I played my first necro game (vs zons) last night:
I used the setup I mentioned above and it worked great: 2-1 victory! My only real mistake was in blitzing (not the kick-off table result) hard to the point of overpursuit, on my first turn after kicking to my opponent. He blitzed a hole and threaded a long pass over everyone's head to a waiting receiver to tie the game at one apiece.
Fen's advice on the wights is spot on! Half-way through the game I started using them as deep linebackers and the werewolves as free safeties. Awesome combo! I skilled up my weres first, but will highly consider the sage words of Fen to get guard on my wights next! That will rule the open field!
Now, the relevant, piggy-backin' question: Small bit o' luck, two TDs and one Cas results in both my Werewolves (Wolfman Jack & The Midnight Growler) getting their first skill each.
Here's the hard choice for me....
Give both of them "block" to maximize their Frenzy (keeps them on their feet even against other block players) or give one Strip Ball and the other Sure Hands and work them (with the wights) as ball stealers? (Tangent thought: Skill up one or more wights with Strip Ball?)
Or something else you smartzie guys can come up with
ps: Must you GFI to continue a Blitz action Frenzy if the first block results in a push? I.e.; Werewolf blitzes and throws the block on the 8th Movement point... gets a push... must he GFI to throw the second block?
I used the setup I mentioned above and it worked great: 2-1 victory! My only real mistake was in blitzing (not the kick-off table result) hard to the point of overpursuit, on my first turn after kicking to my opponent. He blitzed a hole and threaded a long pass over everyone's head to a waiting receiver to tie the game at one apiece.
Fen's advice on the wights is spot on! Half-way through the game I started using them as deep linebackers and the werewolves as free safeties. Awesome combo! I skilled up my weres first, but will highly consider the sage words of Fen to get guard on my wights next! That will rule the open field!
Now, the relevant, piggy-backin' question: Small bit o' luck, two TDs and one Cas results in both my Werewolves (Wolfman Jack & The Midnight Growler) getting their first skill each.
Here's the hard choice for me....
Give both of them "block" to maximize their Frenzy (keeps them on their feet even against other block players) or give one Strip Ball and the other Sure Hands and work them (with the wights) as ball stealers? (Tangent thought: Skill up one or more wights with Strip Ball?)
Or something else you smartzie guys can come up with

ps: Must you GFI to continue a Blitz action Frenzy if the first block results in a push? I.e.; Werewolf blitzes and throws the block on the 8th Movement point... gets a push... must he GFI to throw the second block?
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"