Upcoming game Necro v Dwarves
Posted: Sat Jul 21, 2012 4:42 pm
And now in the last game of the season I have to win to get a playoff spot. My team now;
FG: Block
FG: [6+5]
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle
GH: Rookie[2+4]
GH: Wrestle, +AG, Tackle, SS, -MA
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx2: Rookie
13 Players
4 RR
1 Cheer
2130 TV presuming I don't have the +AG
My opponent, Dwarves
TS: Tackle, MB, Pro, PO
TS: Rookie
BZ: +AG, +AG
BZ: Dodge
RU: Block
RU: Rookie
BL: Guard, MB, PO, SF, -AV, Niggle
BL: Guard, Daunt, Niggle
BL: Guard, Dauntless
BL: Guard
BL: Guard
BL: Rookie
13 players
3 RR
1 Coach/1 Cheer
TV 1610
So the first question is Block or Guard on the Golem. I am leaning towards block, since it will be useful if I can man match him up against an individual dwarf. I am going to be so heavily out-guarded I don't know that going from 2 to 3 will matter. I think block on the Ghoul is the obviously choice.
Looking at inducement, I'm giving up 520 currently.
So I imagine
Wizard 150
Zara: 270
Bribe/Apoth: 100
520
He doesn't have a ton of money though, and if I add another Cheer and 2 Coaches, the inducements go to 550 - perhaps tempting him to take Morg+bribe/apoth instead - which I would rather face. If he doesn't, the extra 30k are wasted anyway, and I get the coach/cheerleader advantage.
Next question - kick or receive? Facing a wizard I almost always kick. But with two opposing MB/PO players, it might be worth it to focus on eliminating dwarves first if possible. Of course an extra apoth, in addition to av9 and TS make that tough. Then again, facing an ag5 player and an opposing wizard is a serious risk to give up a defensive touchdown.
Obviously I want to spread the field whenever possible, and I expect to do a fair amount of dodging with my ag4 players.
Last time I played this team, I won 3-0 with my lvl7 WW scoring all three TDs as he was running for his life from dwarves that were greatly winning the bashing game.
FG: Block
FG: [6+5]
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle
GH: Rookie[2+4]
GH: Wrestle, +AG, Tackle, SS, -MA
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx2: Rookie
13 Players
4 RR
1 Cheer
2130 TV presuming I don't have the +AG
My opponent, Dwarves
TS: Tackle, MB, Pro, PO
TS: Rookie
BZ: +AG, +AG
BZ: Dodge
RU: Block
RU: Rookie
BL: Guard, MB, PO, SF, -AV, Niggle
BL: Guard, Daunt, Niggle
BL: Guard, Dauntless
BL: Guard
BL: Guard
BL: Rookie
13 players
3 RR
1 Coach/1 Cheer
TV 1610
So the first question is Block or Guard on the Golem. I am leaning towards block, since it will be useful if I can man match him up against an individual dwarf. I am going to be so heavily out-guarded I don't know that going from 2 to 3 will matter. I think block on the Ghoul is the obviously choice.
Looking at inducement, I'm giving up 520 currently.
So I imagine
Wizard 150
Zara: 270
Bribe/Apoth: 100
520
He doesn't have a ton of money though, and if I add another Cheer and 2 Coaches, the inducements go to 550 - perhaps tempting him to take Morg+bribe/apoth instead - which I would rather face. If he doesn't, the extra 30k are wasted anyway, and I get the coach/cheerleader advantage.
Next question - kick or receive? Facing a wizard I almost always kick. But with two opposing MB/PO players, it might be worth it to focus on eliminating dwarves first if possible. Of course an extra apoth, in addition to av9 and TS make that tough. Then again, facing an ag5 player and an opposing wizard is a serious risk to give up a defensive touchdown.
Obviously I want to spread the field whenever possible, and I expect to do a fair amount of dodging with my ag4 players.
Last time I played this team, I won 3-0 with my lvl7 WW scoring all three TDs as he was running for his life from dwarves that were greatly winning the bashing game.