Viability of a Wight Thrower

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

MKL
Emerging Star
Emerging Star
Posts: 442
Joined: Thu Oct 08, 2009 3:11 pm

Re: Viability of a Wight Thrower

Post by MKL »

Smeborg wrote:Back (almost) to the thread topic, I just started a Necro team, and after the first game tbe Wolf got +1AG. Should I use him as my primary ball carrier (Runner with option to pass)? If not, why not?
My biased stance*: use the AG4 Wolf as carrier till he got to 31 spp (blodge), then shift the carrier duty on other players.

My reasons:
1-Such a fast, agile player will score most of your defensive td, no need for him to hog ALL spp.

2-I favor the Wolves as opportunistic players: skilled as generic blitzers and never committed to a definite role/place, ready to exploit any opportunity within MA reach. This keep the opponent guessing (and honest). A ball carrier Wolf is somewhat “bound” and limited in his actions.

3-Lastly, the opponent always keep his eyes on the ball carrier AND the Wolves. When a Wolf got the ball, the opponent try to put a tackle zone on the second one and throw everything on the ball carrier-one, knowing that with both beasts committed the Necros are a tamed team. Keep his attention divided.

*Full disclosure: I play Necros without a real dedicated carrier. I put Sure Hands on a blodge Ghoul if face Wardancers or such, but try to carry the ball with any Ghoul/Wight/Wolf that need spp to skill up. Nevertheless, the Wolves ends up hogging most tds...

Note: hope I'm clear enough. Not native speaker, at the moment I got a lot to say and not much time to check my writing :oops:

Reason: ''
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Re: Viability of a Wight Thrower

Post by Smeborg »

Thanks, MKL. Clear and good points. I too have seen Necro teams with no dedicated ball-carrier.

Reason: ''
Smeborg the Fleshless
User avatar
Lunchab1es
Star Player
Star Player
Posts: 613
Joined: Tue Jun 01, 2010 7:21 pm
Location: Georgia, USA

Re: Viability of a Wight Thrower

Post by Lunchab1es »

Hm. I don't have much experience with them, but it seems like you'd want at least one AG boost or Sure Hands piece. With so few rerolls, I'd hate to rely on a single ag3 roll.

Reason: ''
Looking for: 5th ed Human Thrower #2
MKL
Emerging Star
Emerging Star
Posts: 442
Joined: Thu Oct 08, 2009 3:11 pm

Re: Viability of a Wight Thrower

Post by MKL »

Lunchab1es wrote:Hm. I don't have much experience with them, but it seems like you'd want at least one AG boost or Sure Hands piece. With so few rerolls, I'd hate to rely on a single ag3 roll.
Yeah.
I start with 3rr (and only one WW). Over time I buy the 4th rr OR take Sure Hands.
Beginning Necro teams have problems with pick-up, especially because rookie WW eat up a lot of team-rr.
Once the team is developed, with 4rr or 3rr+SureHands I'm fine.
Never tried the +AG route, sadly :wink:

Reason: ''
User avatar
PercyTheTroll
Veteran
Veteran
Posts: 265
Joined: Thu Aug 12, 2010 8:11 pm

Re: Viability of a Wight Thrower

Post by PercyTheTroll »

I use sure hands ghouls as ball retrievers/carriers. It's quite common that they don't score the TDs though as a ghoul handing off to a ww/wight makes for covering a lot of the pitch in one turn.

Of course my ghouls are well protected this way and rarely need to services of the Necromantic Health Service.

Reason: ''
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Re: Viability of a Wight Thrower

Post by Smeborg »

I said: "I too have seen Necro teams with no dedicated ball-carrier". I did not say that I considered this the best approach. Indeed, I consider it wasteful of RRs and risky. But I fully understand why a Necro coach might want to run the ball with any of his Wights/Ghouls/Wolves when the time is ripe. This is a point of difference from most other teams.

All the best.

Reason: ''
Smeborg the Fleshless
Post Reply