Necromatic Team Development - Help Wanted
-
- Rookie
- Posts: 29
- Joined: Mon Feb 14, 2011 3:59 pm
- Location: Copenhagen, Denmark
Necromatic Team Development - Help Wanted
I just got 2 skillups for my naggaroth open online necro team.
The Team:
2 Unskilled Golems
2 Wights, Guard
1 WW, Block, Dodge, Tacle (hes at 50SPP so he'll level up quite fast, praying for a double)
4 Zombie, Block
1 Zombie, Block, Kick
1 Ghould, Wrestle **Dead**
Ballcarrier-Ghoul: Block, Sure Hands, Sidestep, Rolled a Normal skill
Elf-Wolf: +Ag, Rolled +AG
Im pretty sure im gonna go for 5 Ag on the wolf. Im not sure if its the right move to go since its 200K for a non-block/dodge player but i cant really resist the heroics hell be able to do. At 31SPP hell be great and at 51 hell be freaking awesome. I think the potential bloat is worth the fun. Any of you have any experience with a player like that?
Ghoul: Fend seems like the way to go since hell be the main ballcarrier. Seems quite boring though?
Id love to get some feedback from more experienced necro coaches. This is my first experience with a necro team and it feels really different from the other teams ive played
Regards
Anton
The Team:
2 Unskilled Golems
2 Wights, Guard
1 WW, Block, Dodge, Tacle (hes at 50SPP so he'll level up quite fast, praying for a double)
4 Zombie, Block
1 Zombie, Block, Kick
1 Ghould, Wrestle **Dead**
Ballcarrier-Ghoul: Block, Sure Hands, Sidestep, Rolled a Normal skill
Elf-Wolf: +Ag, Rolled +AG
Im pretty sure im gonna go for 5 Ag on the wolf. Im not sure if its the right move to go since its 200K for a non-block/dodge player but i cant really resist the heroics hell be able to do. At 31SPP hell be great and at 51 hell be freaking awesome. I think the potential bloat is worth the fun. Any of you have any experience with a player like that?
Ghoul: Fend seems like the way to go since hell be the main ballcarrier. Seems quite boring though?
Id love to get some feedback from more experienced necro coaches. This is my first experience with a necro team and it feels really different from the other teams ive played
Regards
Anton
Reason: ''
-
- Legend
- Posts: 2737
- Joined: Tue Nov 10, 2009 8:31 am
- Location: Somerset
Re: Necromatic Team Development - Help Wanted
I'd like the ag5 if only because he allows you to surf players all over the place.
Reason: ''
-
- Ex-Mega Star, now just a Super Star
- Posts: 1630
- Joined: Wed Dec 05, 2007 11:31 am
- Location: Finland
Re: Necromatic Team Development - Help Wanted
You could take Diving Tackle for the Ghoul as I presume you play it on defence as well as offence. It combos nicely with Side Step and Block. Fend is another option but I'd look for defensive skills first.
I'd also take another +AG for the wolf because it's awesome but it does need Block soon too. And Dodge as well. Followed by Leap.
But try and get skills on your Flesh golems. Scoring with AG2 should work out. Even one skill makes them so much better. And your wights need their second skills as well.
I'd also take another +AG for the wolf because it's awesome but it does need Block soon too. And Dodge as well. Followed by Leap.
But try and get skills on your Flesh golems. Scoring with AG2 should work out. Even one skill makes them so much better. And your wights need their second skills as well.
Reason: ''
- DoubleSkulls
- Da Admin
- Posts: 8219
- Joined: Wed May 08, 2002 12:55 pm
- Location: Back in the UK
- Contact:
Re: Necromatic Team Development - Help Wanted
AG5 wolf is a sick puppie. Sure you'll need to get Blodge asap, but the remaining skills might be difficult - especially if you get a double or stat. Leap & Sidestep would be my favourites otherwise.
On the Ghoul Fend or Kick Off Return are probably the best skills to augment his ball carrier status. Jump Up is also handy for recovery should he get knocked down.
On the Ghoul Fend or Kick Off Return are probably the best skills to augment his ball carrier status. Jump Up is also handy for recovery should he get knocked down.
Reason: ''
Ian 'Double Skulls' Williams
- spubbbba
- Legend
- Posts: 2271
- Joined: Fri Feb 01, 2008 12:42 pm
- Location: York
Re: Necromatic Team Development - Help Wanted
This is a very key point with developing Necros or any other bashy team with slow blockless AG2 players particularly in a league where you are matched by TV. The ghouls and wolves will skill up quickly by themselves and to a lesser extent so will the wights. Your team must be getting to mid TV by now and this is where Necros start to suffer a bit as you will get beaten up by bashy teams but won’t be able to run away from them, effectively and won’t have the hitting power to take out agile teams.Ullis wrote: But try and get skills on your Flesh golems. Scoring with AG2 should work out. Even one skill makes them so much better. And your wights need their second skills as well.
You need to get the golems block and guard asap and some guard zombies would be great too, I like guard on the wights 1st skill as the blockle wolf should do most of the blitzing.
For skills the AG5 wolf is amazing, just keep him safe until he gets blodge, if he lives long enough to get another skill then leap would be very cool. For the ghoul you could consider tackle as you only have one so far and the AG5 wolf makes a great ball carrier, DT, fend and KoR are all options but nothing seems that great really.
Reason: ''
- Piousman
- Star Player
- Posts: 750
- Joined: Mon Nov 16, 2009 4:01 pm
- Location: Ohio, USA
Re: Necromatic Team Development - Help Wanted
Make an AG5 Wolf, and give him Block then Leap. I have one in my team, and he was the first player to make it to Max SPP EVER.
- Piousman
- Piousman
Reason: ''
-
- Experienced
- Posts: 97
- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Re: Necromatic Team Development - Help Wanted
Excuse me if I borrow this topic for my own purpose, but I didn't want to start another topic when this title suits the questions I want answered.
9 games in to our league my W-D-L is 7-2-0 and at the moment I'm the leader of the league with two games to go before the play-offs. Next match is against Duckwing's Khemri-team which is the only other team except mine that haven't lost yet. My team looks as follows:
1 Werewolf 58 spp Block, Dodge, Sidestep, NORMAL ROLL
2 Werewolf 10 spp Wrestle
3 Fleshgolem 0 spp
4 Fleshgolem 26 spp Block, Dodge
5 Wight 2 spp
6 Wight 9 spp Guard
7 Ghoul 7 spp Block
8 Zombie 7 spp Kick
9 Zombie 7 spp Guard
10 Zombie 12 spp Guard
11 Zombie 10 spp DOUBLE ROLL (Guard or something else?)
And 3 rookie Zombies
As you kan see I've got an SPP-collecting Werewolf that only rolled normal skill-rolls, but he's still awesome but now I don't know what to give him next. Sure Hands, Pro, Tackle, Dauntless, Fend, Leap or Sure Feet?
And I've had amazing luck with my Zombies and rolled three doubles so far. The first two of them got Guard and now I wonder if I shall take it on the third one to or go for something different. I play in a rather bashy league where I will meet Khemri and Orcs in my two remaining league matches and in the play-offs these teams have already qualified: Khemri x2, Human, Orcs, Dwarf.
The two last spaces in the quarterfinals is a fight between these teams: Orcs, Wood Elf, Pro Elf or Norse.
So considering the coming match-up what skills would you pick for these two players and why?
9 games in to our league my W-D-L is 7-2-0 and at the moment I'm the leader of the league with two games to go before the play-offs. Next match is against Duckwing's Khemri-team which is the only other team except mine that haven't lost yet. My team looks as follows:
1 Werewolf 58 spp Block, Dodge, Sidestep, NORMAL ROLL
2 Werewolf 10 spp Wrestle
3 Fleshgolem 0 spp
4 Fleshgolem 26 spp Block, Dodge
5 Wight 2 spp
6 Wight 9 spp Guard
7 Ghoul 7 spp Block
8 Zombie 7 spp Kick
9 Zombie 7 spp Guard
10 Zombie 12 spp Guard
11 Zombie 10 spp DOUBLE ROLL (Guard or something else?)
And 3 rookie Zombies
As you kan see I've got an SPP-collecting Werewolf that only rolled normal skill-rolls, but he's still awesome but now I don't know what to give him next. Sure Hands, Pro, Tackle, Dauntless, Fend, Leap or Sure Feet?
And I've had amazing luck with my Zombies and rolled three doubles so far. The first two of them got Guard and now I wonder if I shall take it on the third one to or go for something different. I play in a rather bashy league where I will meet Khemri and Orcs in my two remaining league matches and in the play-offs these teams have already qualified: Khemri x2, Human, Orcs, Dwarf.
The two last spaces in the quarterfinals is a fight between these teams: Orcs, Wood Elf, Pro Elf or Norse.
So considering the coming match-up what skills would you pick for these two players and why?
Reason: ''
- Digger Goreman
- Legend
- Posts: 5000
- Joined: Sun Jun 25, 2006 3:30 am
- Location: Atlanta, GA., USA: Recruiting the Walking Dead for the Blood Bowl Zombie Nation
- Contact:
Re: Necromatic Team Development - Help Wanted
A few good choices:Mr_lemon wrote: Werewolf 58 spp Block, Dodge, Sidestep, NORMAL ROLL
Jump Up (and dodge away, for high mobility)
Strip Ball (more likely to stay on the ball carrier & two shots at popping the ball loose)
Dauntless (chance at more carnage)
Also a few good ones:Mr_lemon wrote: Zombie 10 spp DOUBLE ROLL (Guard or something else?)
Guard (may be necessary to max out vs Khem-cheese)
Stand Firm (great slow-rolling screen/LOS plug with FGs)
Piling On (added carnage and, really, who's gonna foul a zombie?)
Block (ditch the double, save 10k, the king of skills and needed vs all especially Norse)
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
- spubbbba
- Legend
- Posts: 2271
- Joined: Fri Feb 01, 2008 12:42 pm
- Location: York
Re: Necromatic Team Development - Help Wanted
Well I would have suggested tackle on the wolf but looking at your likely opponents it doesn’t seem worth it the same with Diving tackle and it’s usually a bad idea to make a wolf go prone. Leap is a bad idea for AG3 as well.
You could make him a ball hunter with strip ball but most of your likely opponents seem to have sure hands guys so I guess that leaves dauntless, fend or sure hands.
For the zombie I’d go guard for sure, if you were likely to face more agile teams then diving tackle would be an option. The other choice is leaving the double and taking boring block as you only have 5 and 1 wrestle at the moment.
You could make him a ball hunter with strip ball but most of your likely opponents seem to have sure hands guys so I guess that leaves dauntless, fend or sure hands.
For the zombie I’d go guard for sure, if you were likely to face more agile teams then diving tackle would be an option. The other choice is leaving the double and taking boring block as you only have 5 and 1 wrestle at the moment.
Reason: ''
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: Necromatic Team Development - Help Wanted
What do the other teams' doubles picks look like? Do most of them have AG3 Dodge guys? If so, Tackle for the Wolf. If not, I'd echo Digger's recommendations: maybe Dauntless would be my pick.
Guard for the Zombie. Stand Firm or Side Step is great when you're loaded on positioning skills, but your main concern right now is taking on bash, and the more Guard the merrier. Try to skill the rookie Golem if you get numbers-up in either of the next two matches, as that's the easiest way to get maximum bang for your TV buck.
Guard for the Zombie. Stand Firm or Side Step is great when you're loaded on positioning skills, but your main concern right now is taking on bash, and the more Guard the merrier. Try to skill the rookie Golem if you get numbers-up in either of the next two matches, as that's the easiest way to get maximum bang for your TV buck.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- Emerging Star
- Posts: 442
- Joined: Thu Oct 08, 2009 3:11 pm
Re: Necromatic Team Development - Help Wanted
Hi Mr_lemon
I suggest Guard for the zombie: usually I'm a bit skeptic about one guardian-zombie (too easily tied out of the action), but three are a charm!
For the Wolf...
My usual choice is Tackle, but looks like the Wrestle-Wolf is your sacker of choice. Like MattGS wrote, how many dodge-doubles your opponents got?
I'm against Strip Ball -most of your opponents got Sure Hands- and Dauntless (useful, but risky on a Frenzy player).
How do you feel about playing that Wolf? What's your stance?
-Jump Up (aggressive choice)
-Fend (defensive choice, combo with S-Step)
-old, boring Sure Hands (risk-averse choice, only if the Wolf is your ball-carrier).
I suggest Guard for the zombie: usually I'm a bit skeptic about one guardian-zombie (too easily tied out of the action), but three are a charm!
For the Wolf...

My usual choice is Tackle, but looks like the Wrestle-Wolf is your sacker of choice. Like MattGS wrote, how many dodge-doubles your opponents got?

I'm against Strip Ball -most of your opponents got Sure Hands- and Dauntless (useful, but risky on a Frenzy player).
How do you feel about playing that Wolf? What's your stance?
-Jump Up (aggressive choice)
-Fend (defensive choice, combo with S-Step)
-old, boring Sure Hands (risk-averse choice, only if the Wolf is your ball-carrier).
Reason: ''
- Daht
- Emerging Star
- Posts: 353
- Joined: Fri Nov 05, 2010 3:31 am
- Location: Las Vegas
Re: Necromatic Team Development - Help Wanted
Being that he's a spp-sponge, he's probably scoring a lot.. sure hands is a good skill also, save a reroll, good for post-ball-blitz if the ball is in a tz also.
Reason: ''
-
- Rookie
- Posts: 49
- Joined: Sat Aug 01, 2009 10:25 pm
Re: Necromatic Team Development - Help Wanted
I have labored over this decision for a long time. What to give a Werewolf who has: AG, Block, Dodge, Sidestep on a normal skill roll. Out of my next 4 games i play Dwarf, Liz, Dark Elf, Chaos. I also have a Were with Block dodge sidestep Tackle and dont feel i need too much more tackle, especially on a werewolf. I really like fend for this guy, but JU or dauntless is probably more practical.
Reason: ''
-
- Emerging Star
- Posts: 416
- Joined: Mon Oct 24, 2005 11:25 am
- Location: Belgium
- Contact:
Re: Necromatic Team Development - Help Wanted
I'd like to suggest Sure Feet, making him better in defense, and a reliable OTS machine.
Reason: ''
Never forget Bologna
- Da Great MC has Dutchies for breakfast -
- Da Great MC has Dutchies for breakfast -
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: Necromatic Team Development - Help Wanted
I would consider Leap, Jump Up, and Pro. I would hesitate to use Leap much (too risky), but its passive value alone is better than a lot of skills. Golems and Zombies can grind well enough to get maximum value from a Wardancer-type piece. Jump Up is a good skill, but it's sort of a pessimistic selection; he doesn't have any good reason to go to ground much, so why Jump Up, you know? Pro is sort of the opposite: a mediocre skill with great situational value. This guy is a classic target for Pro; fast AG4 blitzers on AG3 teams tend to make a lot of different fairly easy rolls, and often act late in the turn. I mean, think about all the GFIs, pickups, catches (including bouncing balls), 2d blocks, 1d blocks....
Other options: Strip Ball, Diving Tackle, Sure Hands. Strip and Frenzy doesn't sound like a good combo, but that's thinking like an elf. You've got enough bog power that it's not unusual for you to follow a good cage-cracking with a 2d/1d hit, probably good enough to knock the carrier's zone entirely clear of the ball. Diving Tackle is a good power selection, and has combo value with other stuff on the piece, but it's not all that great against hefty opposition. Lizardmen will hate you, though. If you don't already have any Block/SH players on your team, Sure Hands may save you a lot of grief at the hands of Dark Elves. If you do, one is enough.
Other options: Strip Ball, Diving Tackle, Sure Hands. Strip and Frenzy doesn't sound like a good combo, but that's thinking like an elf. You've got enough bog power that it's not unusual for you to follow a good cage-cracking with a 2d/1d hit, probably good enough to knock the carrier's zone entirely clear of the ball. Diving Tackle is a good power selection, and has combo value with other stuff on the piece, but it's not all that great against hefty opposition. Lizardmen will hate you, though. If you don't already have any Block/SH players on your team, Sure Hands may save you a lot of grief at the hands of Dark Elves. If you do, one is enough.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.