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Lizardmen Skillups

Posted: Sat Feb 14, 2015 1:47 am
by Dr. Von Richten
So, I played a match against the Skaven team of a friend of mine, and while it didn't look like it when I was 0-2 down early in the 2nd half, I did manage to finish the game with a 2-2 draw, thanks to the Rats breaking down (litterally) and a Blitz into the cage (Break Tackle FTW!) Anyway, I also had some really nice skillup rolls and am now wondering how best to use them.

The team:

1: Kroxigor: 2 SPP
2: Saurus: 21 SPP, Block, Break Tackle
3: Saurus: 7 SPP [Skill Pending, rolled 6+5]
4: Saurus: 6 SPP [Skill Pending, rolled 4+5]
5: Saurus: 7 SPP, Block
6: Saurus: 5 SPP
7: Saurus: 7 SPP [Skill Pending, rolled 3+4]
8: Skink: 11 SPP, Side Step
9: Skink: 8 SPP, [Skill Pending, rolled 4+4]
[10: rookie Skink to be bought]
11 Skink: 8 SPP [ Skill Pending, rolled 6+6]
[12: rookie Skink to be bought]

3 Rerolls, Apothecary, 5 Fan Factor, 140k Cash

Sauri nrs. 4 and 7 will get Block (unless someone has a brilliant argument why they shouldn't) but should Saurus nr. 3 also get Block, or should I take the +AG? I think it isn't worth it, but maybe I'm wrong. Skink nr. 11 will get + Str, of course, but I'm unsure about Skink nr. 9: Block, Sure Hands, Wrestle, or even something else entirely? Also, what is the ideal nr. of players for a Lizardman Team?

For context, this is a team in an open, not all that competitive, league where everyone has multiple teams and plays either 'friendly' matches which are TVMM based or takes part in 'cups' in which the matches are based on a group and/or knockout system, like in the Football Champions League or UEFA Cup.

Thanks already! :D

Re: Lizardmen Skillups

Posted: Sat Feb 14, 2015 3:45 pm
by MKL
Hi Doc!

Congratulations for your great 2-2 and for your impressive skill rolls :D

Here are my 2c:

@Sauri: +ag isn't worth it. Boring Block would be my choice. M-Blow if you feel like skilling them up faster, but I live for risk management.

@Skink 4+4: my first choice would be Sure Hands. Otherwise, Block (or Wrestle). Again, risk management is my line of thought.

@Skink 6+6: Nuffle would take offense if you skip +St. After that, you should pray for a double to get something really useful for a 8337 stunty.

@Ideal number of players... well, I would go for 14, but league milieu is decisive in this choice. Skinks are vulnerable, but only one is needed to win. Conversely, if Sauri fail it's a steep game.

Re: Lizardmen Skillups

Posted: Sun Feb 15, 2015 10:00 pm
by Dr. Von Richten
Thanks! :)

I mostly agree with your way of thinking, though I would like to see some other opinions too. :wink:

Re: Lizardmen Skillups

Posted: Mon Feb 16, 2015 5:54 am
by Fassbinder75
I agree with MKL. I'd probably take the AG on the Saurus, with Break Tackle he'd be a pain in the ass. You can't pass up the opportunity for a ST3 stunty sacker, they're gold. Block or SH on the 5+5. Nice rolling!

Re: Lizardmen Skillups

Posted: Mon Feb 16, 2015 7:24 am
by Saebelsultan
Hey,
read Garions Guide to Lizardmen (http://www.plasmoids.dk/bbowl/playbooks/Lizardmen.pdf) if you haven't. He does make a case for AG+ Saurii as ball handlers in certain situations. Maybe there is your different opinion.
Also, you will probably not find a differnent opinion than ST+ for a Skink.

Re: Lizardmen Skillups

Posted: Mon Feb 16, 2015 7:44 pm
by Dr. Von Richten
I've read Garions (generally very good) guide already, and while he does make the point that Skinks aren't the most amazing ballhandlers either, I do think that you need all Sauri available to block and Block the opposition. I do try to score with Sauri, but unless the opponent is substantially weaker, I carry with Skinks, and hand off to a Saurus only near the opponents endzone.

There's also the fact that if one Saurus has AG+, I will score mostly with that Saurus, leaving the rest behind in SPP's. Finally, what seals the deal is that this is a league where we have one leaguenight a month and on avarage I play one game/month outside the leaguenights, and I have 6 Teams in the league, at least 4 of which I want to play on a regular basis. So I won't count on more than 6 games a year with this team, and in that timeframe, a Saurus ballhandler isn't worth it.

For the Skinks; I will go for Block, as there is little Strip Ball and/or Leap in the League and, block is more useful when the opponent has the ball. This will be a nice ballcarrier. And the + Str was never in doubt; I wouldn't offend Nuffle by denying His gifts! :wink:

Re: Lizardmen Skillups

Posted: Tue Feb 17, 2015 12:30 am
by Jimmy Fantastic
I always go SH on the first Skink to double because at low TV the only way to lose with Lizards is to fail pickups multiple times.

Re: Lizardmen Skillups

Posted: Tue Feb 17, 2015 8:23 am
by MKL
Jimmy Fantastic wrote:I always go SH on the first Skink to double because at low TV the only way to lose with Lizards is to fail pickups multiple times.
Amen
(My personal record is 10 pick up rolls failed in a row...)

Re: Lizardmen Skillups

Posted: Tue Feb 17, 2015 11:00 am
by Chris
3: Saurus: 7 SPP [Skill Pending, rolled 6+5]
Block
4: Saurus: 6 SPP [Skill Pending, rolled 4+5]
Block
7: Saurus: 7 SPP [Skill Pending, rolled 3+4]
Block
9: Skink: 8 SPP, [Skill Pending, rolled 4+4]
Sure Hands
11 Skink: 8 SPP [ Skill Pending, rolled 6+6]
Str

Boring huh? :)
Dr. Von Richten wrote:Also, what is the ideal nr. of players for a Lizardman Team?
Depends on league? Are teams verging towards higher TVs? Are there a load of tacklers? Do you want a wizard most matches? 6 big lizards, 1 biggest lizards, then 5-7 little lizards depending on what sort of teams you are playing. Fewer players and they skill faster but you are more brittle against tackle teams that can get the skinks or claw teams that carve through the big lizards.