Lizardmen Skillups
Posted: Sat Feb 14, 2015 1:47 am
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!
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!
