Necromatic team, any results?
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- Colin
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Necromatic team, any results?
I was wondering if anyone out there (I'm sure there are some) has played the experimental Necromatic undead team, and what are your thoughts and evalutations so far?
I have played the Necros in a few tabletop games and a couple of online games (javabowl). I found that the werewolf is fairly useless, he's fast but easily injured. His RSF don't have much of an effect when he's sitting out the game in the inj box. The ST4 flesh golems aren't much of a replacement for the ST5 mummies and the difference is quite noticable for those who have played undead before. I have been a little disappointed with this roster so far.
What results have you come up with?
I have played the Necros in a few tabletop games and a couple of online games (javabowl). I found that the werewolf is fairly useless, he's fast but easily injured. His RSF don't have much of an effect when he's sitting out the game in the inj box. The ST4 flesh golems aren't much of a replacement for the ST5 mummies and the difference is quite noticable for those who have played undead before. I have been a little disappointed with this roster so far.
What results have you come up with?
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As an interesting sidenote, so far so good for the MBBL rules for Necro teams. The team appears to be pretty well received to date. More testing, more testing. I suspected the BB Mag #3 Were was worthless ... the one in the MBBL can get hurt (one was SI-MNG already) as he still doesn't have Regen ... but at least it gets your opponent's attention without being broken.
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I play the Necro team directly from BB Mag 3. I have to admit that i love the team. I started out with it as a newbie, and yes, i probably still am, but i find it to be a fairly effective team. My current record is 7-6, but i recently have started to win about 4 out of my last five games.
The main thing i love about the team is the mobility, and i think that is their best strength. They have their 4 fast ghouls, and 4 reasonable speed wights. Then they have the wolf, move 8
, one of the best things about him. And they have their flesh golems. Break tackle and Stand firm is just sweet. I need to get a guy moving around to blitz someone, I can rely on these guys to get out of a tackle zone and do it. I need to put pressure somewhere else, i throw my guard flesh golem where he is needed and then use a zombie to tie up the guy he was dealing with. Dodging on a 2+, and then even if i fail nothing bad happens means i move these guys all over the field. I have to admit, they aren't casualty machines, but thats not what this team is good for.
This team is, in my opinion, a combination of a strenght team, and a fast team. It isn't as good at being either one as the dedicated teams are, but it can function as either in a pinch. They have their two st 4 players to beat it out, with wights and zombies backing them up. Then the wolf and ghouls keep the ball moving. I remember one game against lizards where my opponent got a blitz kickoff result, so he rushed in 4 skinks to surrond where the ball was supposed to land. Turned out that the ball went out of bounds, and with the skinks in my backfield, i just gave the ball to my wolf near the los, and sent him running down field, and tied up all his sauruses with guys so they couldn't chase after him. TD in the second play.
Now onto the wolf himself. He makes one heck of a blitzer for pushing guys out of bounds, and i have developed plays making use of this fact to give me a man advantage. His catch i often find rather useful, because sometimes i like to keep him just inside my own half of the field while wights and ghouls run downfield, and my accurate ghoul picks up the ball deep in my back field. Next turn, i move close to the wolf with my ghoul and pass him the ball, then have him run down to one of my downfield guys, handing him the ball, and then he runs it in for a touchdown.
RCS for the wolf really isn't that useful, in my opinion, although i have considered giving him piling on if he ever gets a double....
The main use of the wolf, though, is a distraction. Other coaches fear this guy, and they direct a lot of attention his way. So i end up scoring with ghouls and wights while the keeps them busy. This has been a costly endeavor for me though, because one coach hates him so much that he will do anything to foul him with as many guys as possible. This attention has lead to the death of two of my wolfs, and i am on my thrid. I feel if i could get enough SPPs to give him Blodge, he would be ok, but so far that hasn't happened, and i honestly believe that he does need regeneration. He is supposed to be werewolf after all, and i would gladly pay the extra 20,000 or so for this, because one wolf with no apoth or regen is just entirely too vunerable.
The main thing i love about the team is the mobility, and i think that is their best strength. They have their 4 fast ghouls, and 4 reasonable speed wights. Then they have the wolf, move 8

This team is, in my opinion, a combination of a strenght team, and a fast team. It isn't as good at being either one as the dedicated teams are, but it can function as either in a pinch. They have their two st 4 players to beat it out, with wights and zombies backing them up. Then the wolf and ghouls keep the ball moving. I remember one game against lizards where my opponent got a blitz kickoff result, so he rushed in 4 skinks to surrond where the ball was supposed to land. Turned out that the ball went out of bounds, and with the skinks in my backfield, i just gave the ball to my wolf near the los, and sent him running down field, and tied up all his sauruses with guys so they couldn't chase after him. TD in the second play.
Now onto the wolf himself. He makes one heck of a blitzer for pushing guys out of bounds, and i have developed plays making use of this fact to give me a man advantage. His catch i often find rather useful, because sometimes i like to keep him just inside my own half of the field while wights and ghouls run downfield, and my accurate ghoul picks up the ball deep in my back field. Next turn, i move close to the wolf with my ghoul and pass him the ball, then have him run down to one of my downfield guys, handing him the ball, and then he runs it in for a touchdown.
RCS for the wolf really isn't that useful, in my opinion, although i have considered giving him piling on if he ever gets a double....
The main use of the wolf, though, is a distraction. Other coaches fear this guy, and they direct a lot of attention his way. So i end up scoring with ghouls and wights while the keeps them busy. This has been a costly endeavor for me though, because one coach hates him so much that he will do anything to foul him with as many guys as possible. This attention has lead to the death of two of my wolfs, and i am on my thrid. I feel if i could get enough SPPs to give him Blodge, he would be ok, but so far that hasn't happened, and i honestly believe that he does need regeneration. He is supposed to be werewolf after all, and i would gladly pay the extra 20,000 or so for this, because one wolf with no apoth or regen is just entirely too vunerable.
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- Colin
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The last bit about the werewolf is exactly what I was saying, the were is to vunerable to damage and opposition players focus on him to try and knock him out of the game. AV7 with no regen isn't very good.
The points you made about the strengths of the team can be said about the official undead team which the necro teams closely resembles. It has a good combo of strength and speed as well as cheap linemen. My problem with the changes that the necro team is offering, doesn't make up fpr what was taken away. The ST5 mummies are not easily replaced by ST4 flesh golems with no regen. These guys do not cause fear, a normal lineman with one assist will get a one dice block. To try and make up for the lowering of the team strength they added a new player, the werewolf, to provide more speed and the possiblity of a passing game.
All I am saying is that this doesn't really meet expectations. The were is not very effective as there is only one and he can be knocked out of the game easily, thus limiting the team a bit.
My point to all this is that I think there needs to be changes made to the necro roster to improve it before it is considered to be made official. I would be interested in how the necro teams in MBBL fair with 2 weres that have ST4. I think that roster may be closer to what is needed if the necro team is to replace the current undead team.
The points you made about the strengths of the team can be said about the official undead team which the necro teams closely resembles. It has a good combo of strength and speed as well as cheap linemen. My problem with the changes that the necro team is offering, doesn't make up fpr what was taken away. The ST5 mummies are not easily replaced by ST4 flesh golems with no regen. These guys do not cause fear, a normal lineman with one assist will get a one dice block. To try and make up for the lowering of the team strength they added a new player, the werewolf, to provide more speed and the possiblity of a passing game.
All I am saying is that this doesn't really meet expectations. The were is not very effective as there is only one and he can be knocked out of the game easily, thus limiting the team a bit.
My point to all this is that I think there needs to be changes made to the necro roster to improve it before it is considered to be made official. I would be interested in how the necro teams in MBBL fair with 2 weres that have ST4. I think that roster may be closer to what is needed if the necro team is to replace the current undead team.
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- Asmodan
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You talk about easy to injure but i needed 5 armour rolls before i injured him, and this was in the middle of second half.the one in the MBBL can get hurt (one was SI-MNG already) as he still doesn't have Regen
Before that he almost scored a td. (Good thing necromantic is not good to pick up the ball

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- Dave
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I think the team works fairly well (doesn't have to be a perfect team)
The main problem is teh vulnerabillity of seven players. Both the Ghouls, Golems and Werewolf haven't got Reg. This makes them very, very vulnerable as stated above. (It's half the team for crying out loud
)
Some minor tweaks could do the trick though.
Perhaps Reg on AT LEAST the Golem (why make a thing if you can't repair it
)
Perhaps Reg on doubles for the Ghouls and Werewolf??
Something with an apothecary (bad choice IMHO)
This would make the team perfectly balanced, I hope
The main problem is teh vulnerabillity of seven players. Both the Ghouls, Golems and Werewolf haven't got Reg. This makes them very, very vulnerable as stated above. (It's half the team for crying out loud


Some minor tweaks could do the trick though.
Perhaps Reg on AT LEAST the Golem (why make a thing if you can't repair it

Perhaps Reg on doubles for the Ghouls and Werewolf??
Something with an apothecary (bad choice IMHO)
This would make the team perfectly balanced, I hope

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Yeh I used the Necro team On fumbbl.
Its slightly modified
0-2 wolves
0-2 wights
Golem have regen
I actually quite like it this way
Would like to see the Werewolf changed as after seeing the film Dog soldiers I believe they dont fit the Werewolf image.Way to fragile.
I've already had a high turnover of ghouls and wolves.But Now I have two golems 4 ghouls 1 wolf wights and a S4 zombie they seem to do quite nicely
They are currently at 14/1/1
Its slightly modified
0-2 wolves
0-2 wights
Golem have regen
I actually quite like it this way
Would like to see the Werewolf changed as after seeing the film Dog soldiers I believe they dont fit the Werewolf image.Way to fragile.
I've already had a high turnover of ghouls and wolves.But Now I have two golems 4 ghouls 1 wolf wights and a S4 zombie they seem to do quite nicely
They are currently at 14/1/1
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In BB History, Weres have been in 1st and 2nd edition and never had Regen.
The MBBL test team has been working very well so far ... the roster we are using is:
Galak
The MBBL test team has been working very well so far ... the roster we are using is:
Code: Select all
# Position Cost MA ST AG AV Skills Traits Skills Available
0-12 Zombie 30,000 4 3 2 8 Regenerate General
0-2 Ghoul 70,000 7 3 3 7 Dodge General, Agility
0-2 Wight 90,000 6 3 3 8 Block, Regenerate General
0-2 Flesh Golem 110,000 4 4 2 9 Regenerate, Stand Firm General, Strength
0-2 Werewolf 120,000 7 4 2 8 Break Tackle, Frenzy General, Strength
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I've been doing alright with the SIN. I like the switch to a slightly more mobile team. No Were as yet tho. Been bedding in with the standard set (and replacing dead ghouls).
They're a bit more of a balls to the wall team than standard undead, which I quite like. I coach a fair bit of skav so I'm used to having players die all the time. It's a pain but you roll with it.
I'm looking forward to getting the Wolf in. I have a tackling wight as my safety at the moment. A WW will do much better in that role
They're a bit more of a balls to the wall team than standard undead, which I quite like. I coach a fair bit of skav so I'm used to having players die all the time. It's a pain but you roll with it.
I'm looking forward to getting the Wolf in. I have a tackling wight as my safety at the moment. A WW will do much better in that role

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I take back what i said about the team being good. It has its bright spots, yes, but in the long run, i don't think it is as competitive.
Ok, enough with the reasonable stuff, on to the complaining!
I just got killed by a Norse team. 13 casualites in the game, four of them my own, 9 on me! I lost my best ghoul in the game, and other players got injured. If this team is going to be feasible, give more regen out, or allow a non undead aptho or something, because this team just won't be able to last the distance in a league.
Ok, enough with the reasonable stuff, on to the complaining!
I just got killed by a Norse team. 13 casualites in the game, four of them my own, 9 on me! I lost my best ghoul in the game, and other players got injured. If this team is going to be feasible, give more regen out, or allow a non undead aptho or something, because this team just won't be able to last the distance in a league.
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