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Necro skillup help needed

Posted: Sun Aug 25, 2013 7:58 pm
by Dr. Von Richten
In our friendly Amsterdam Blood Bowl League, I have this Necro team:

http://bloodbowl.denes.nl/team/roster.pl?id=53

As you can see, 3 players have Skillups pending: Jim Morrison (rookie WW) rolled 6+4, Louis Chauvin (Block FG) rolled 4+4, Brian Jones jr. (+AG Wight) rolled 5+3. Jim Morrisson will get Block (unless someone presents a really compelling argument why + MV is better for him), but what about the other 2?

Louis Chauvin: Dodge, Diving Tackle, or ignore the double and go for Guard (no Guard yet on the team)?
Brian Jones jr.: Sure Hands (Ballcarrier), Guard (mobile support), Mighty Blow or Tackle (Hunter-Killer), I've no idea.

In case it matters, this is a Tabletop league which plays once a month, plus however many games you can arrange in between, which works out to 15-25 games a year in total. And since I've got 5 active teams in the league, I'm not going to get dozens of games with any one team (the most games any team in the league has played is 22 currently). So long term development is very much a theoretical thing.

Thanks for your insights!

Re: Necro skillup help needed

Posted: Mon Aug 26, 2013 10:13 am
by babass
maybe "leader" as double skill on your golem?
dodge could be fine (depending if you have lost of "tackle" in your opponents teams).
i'm not a huge fan of diving tackle because this player is not enough mobile to enjoy this skill.

on the wight, i think you have not enough guard yet in your team. but you have not dedicated ball carrier yet, because you consider this team as not longterm developpement, i would go for Sure Hands

Re: Necro skillup help needed

Posted: Mon Aug 26, 2013 12:25 pm
by Pedda
I'd go for the following:

Jim Morrison: Block. Yes, it would be nice to go the +MV route, but I don't think it will be as useful as Block. How about catch? (see brian Jones Jr)

Louis Chauvin: Guard or maybe MB, but I wouldn't use the double. He doesn't really need it and I can't see a skill that's better for the team than guard. (Argument could however be made for leader)

Brian Jones Jr: I don't think you can go wrong with any of the skills you've just mentioned, but what about strong arm? He could be a decent thrower with AG4. You just need a wolf with catch... :D

Re: Necro skillup help needed

Posted: Tue Aug 27, 2013 8:58 am
by MKL
For me, it's block / guard / guard.
Boring as hell, but I think that's the best way to develop the team in a short or medium perspective.

Tried +mv as first skill on a Wolf: good on the long term, but on the short medium term it was a pain.
The Golem, imo, should skip doubles till they reach the third skill: block+ Guard on a Golem is damn effective on his own, no need to get fancy.
Wight... More difficult, but you get a prospective Ghoul ball carrier at 14spp. No need to duplicate Sure Hands, not on a young team. Necros crave for any Guard, and Ag4 is good enough for ball duty even without Sure Hands. With an Ag4 Guard your wolves will shine.

Re: Necro skillup help needed

Posted: Tue Aug 27, 2013 7:41 pm
by Dr. Von Richten
Ok, thanks for all your insights! :D

You're probably right on the wolf and the FG, but it's the Wight I'm agonizing about.

Anyone else out there who wishes to shed his light on this?

Re: Necro skillup help needed

Posted: Wed Aug 28, 2013 5:55 am
by Mr_lemon
Block, Dodge, Guard

A Blodge Flesh golem is excellent! I was blessed with two of them in my Necros team and they totally closed down one sideline each. Blodge+Stand Firm and ST4 makes them excellent roadblocks. Most Tacklers need a guard assist or two to get 2-dices against him and if you put a zombie next to him that will be hard to get unless your opponent's are guard-heavy

Re: Necro skillup help needed

Posted: Wed Aug 28, 2013 10:29 am
by Digger Goreman
Mr_lemon wrote:Block, Dodge, Guard

A Blodge Flesh golem is excellent! I was blessed with two of them in my Necros team and they totally closed down one sideline each. Blodge+Stand Firm and ST4 makes them excellent roadblocks. Most Tacklers need a guard assist or two to get 2-dices against him and if you put a zombie next to him that will be hard to get unless your opponent's are guard-heavy
Agreed....

Re: Necro skillup help needed

Posted: Thu Aug 29, 2013 1:37 pm
by Dr. Von Richten
Thank you also, though you're not making it any easier! :wink:

Re: Necro skillup help needed

Posted: Thu Aug 29, 2013 8:09 pm
by MKL
Dr. Von Richten wrote:Ok, thanks for all your insights! :D

You're probably right on the wolf and the FG, but it's the Wight I'm agonizing about.

Anyone else out there who wishes to shed his light on this?
Ok, if you don't want to take Guard on the Wight...

-Strong Arm: no. Tried it, and found the problem isn't that the Wight is a bad thrower (on the contrary)... The problem is that having a Wight ball carrier force you to put some Ghoul or Wolf in screen duty. The former is fragile, the latter is too precious to risk this way.

-Sure Hands: no, for the same reasons as Strong Arm. The Wights should protect the Ghouls and the Wolves, not the contrary. It can be used in defense to pick up some slipped ball, but with ma 6 isn't easy to be "in the right place at the right moment" :-?

-M-Blow: maybe. It's reasonable, especially if you lack a MB Wolf. Usually the Wolves hog all the blitz actions, so it can be a bit under-used... But that guy got Ag4, so maybe it's worth it.

-Tackle: my second choice. Frenzy is a poor man's Tackle... and many times it's not enough. Tackle is a solid choice, especially if you face some blodge-side stepper (damn elves)

Again, my opinion is that Guard is the better choice :wink:

Re: Necro skillup help needed

Posted: Fri Aug 30, 2013 8:27 pm
by Dr. Von Richten
It's done.

I've taken Block on the Wolf, to no one's surprise, Dodge on the FG, because it's fun even if I'm not sure if it's goint to work out well (but hey, if you never try, you'll never know, right) and Guard on the Wight, because I bow to your collective wisdom (and also, having at least one Guard is kinda needed at this point). :D