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WindexChugger



Joined: Oct 06, 2008

Post   Posted: Jan 09, 2010 - 06:21 Reply with quote Back to top

Lizardmen are my favorite race. This is probably not news to many people: if you look at blog posts, you'll see plenty by me about Lizardmen. If you look at my team bio...it's detailed. If you look at my games played, most are with Lizardmen.

For a while, I've wanted to write up a guide to Lizardmen, but several things have stopped me. Firstly, I'd want to do it right, and as you can see, that requires a good deal of work. I also wasn't that great at Lizardmen, but as of late I've popped up in CR and my wins are a good deal higher than my losses (my win/loss was equal around 50 or 60 wins/losses.)

This post does not describe the way to play Lizardmen, instead it covers my way. I would LOVE to have other Lizardman coaches reply to this thread with a "This is how I play Lizardmen" post, or to comment/critique my strategies. Anyways, onto the Tactics and Strategies!

_________________
ImageLizards 0f 只mtum Mountain
WindexChugger



Joined: Oct 06, 2008

Post   Posted: Jan 09, 2010 - 06:22 Reply with quote Back to top

Pros:
Strength - The team has 7 players with 4 or more Strength, the most out of all other Blood Bowl teams except for Ogres
Speed - Their slowest speed is MA6. Half their players are MA8, dodge, stunty. This gives them good maneuverability.

Cons:
Fragile - Their skinks (at least four, usually six or more, per team) are STR2, AV7, and stunty. Doesn't take much to take them out.
AG1 - All the strength on the team has AG1. This makes them easy to be tied up.
Flexibility - Out of the box, the players each have one roll. Sauri and Kroxigors: bashers. Skinks: runners.
No good ball carrier - Either they are STR2 and no access to Sure Hands, or it's AG1 and can't even get the ball.
Skills - See below.

The Players

Kroxigor - The Lizardman Big Guy
Kroxigor: 6, 5, 1, 9 | Prehensile Tail, Thick Skull, Big Guy, Bone Head, Mighty Blow | Skills: Strength
The Kroxigor is one of the best Big Guys in Blood Bowl. He's a fast moving Ogre with Prehensile Tail. He's also -1 Agility from an Ogre, but Big Guys do not need Agility; their sole purpose is to bash and be bashed. Like most Big Guys, do not use the Kroxigor as a blitzer or blocker unless absolutely required. Try to get a 3 die block if possible (especially in the opening blocks.) What they are best at is getting in players way. With STR5, it's not easy to move them, and with Prehensile Tail, it's harder to get away from them. When combined with a saurus, they can easily tie up several STR3 players, especially non-elves (see below.)
Image
Once the Kroxigor has Guard, the three STR3 players are stuck until they can get two assists (or two of them have guard) to block away the saurus. Then they can 1-die block the Kroxigor. You've just tied up three players with two of yours, and it will take 1 or more players to set them free! Obviously, opponents won't be doing this all the time, but look out for places were the Kroxigor (he doesn't always need a partner) can tie up multiple and/or key players

Skills
Normal: Guard, Break Tackle, Multiple Block, Piling On.
The Kroxigor, like all other Big Guys, greatly increases his value by getting Guard. After that, the other three skills aren't worth the cost of SPP. Break Tackle will become useful if the Kroxigor rolls more than one double skill. Piling On is useless, as you need your Kroxigor standing to use his greatest skill: Prehensile Tail.

Double: Block, Dodge/SF/SS/Tackle
Doubles on Big Guys are fun. Always take Block as the first double. Big Guys with Block are amazing. Not only are they more usable for blocking stuff, but they also stay standing just a bit more when being blocked (especially in 1 die blocks.) The second double is where things get interesting. If you want to have the Kroxigor take the roll of a blitzer type, or increase his anti-elf skills, grab tackle. If you want your Prehensile Tail+Guard to reach more places, go for Side Step. If you want to be safer with dodges, go for either Dodge (increases success) or Stand Firm (eliminates critical failure.) Stand Firm also had the obvious bonus that you don't get pushed back. Unfortunately, that leads to your Kroxigor being left in positions where he's easy to be fouled. Dodge, like Stand Firm, has another obvious bonus: you get knocked over less often.

Those are the four best second double skills. I do not like Pro on Big Guys. Of the four, I prefer Dodge. It increases the Krox's survivability, and, in combination with Break Tackle, let's him get places a Big Guy usually can't (such as blitzing inside cages.)

Stats: +STR and +MA should be taken. 5+5 should be a double skill. +AG is a waste of TR on a Big Guy.


Saurus - Like Black Orcs...only better.
Saurus: 6, 4, 1, 9 | Skilless | Skills: Strength, General
The Saurus is an Black Orc with +MA, +MA, -AG. The best part about a Saurus is not the STR4; many teams have a STR4 players. What's so awesome about a Saurus is that there are 6 of them. 6x STR4 is one of the best things about a Lizardman team; it is a potential that needs to be maximized.
For the most part, you want to try and keep your opponent stuck in a massive grind. With so much strength and, later on, a bit of guard, your opponent will have very few blocks to make. You can also use lone sauri (preferably the least skilled) to tie up lone, low AG players.

Skills
Normal: Block, Tackle/BT/Guard, MB
All Sauri need block. A Saurus' main duty is to hit stuff. After that, it would be ideal for two sauri who have Tackle, two with Break Tackle, and two with Guard.

Tackle Sauri should either get Break Tackle next (to chase elves) or Mighty Blow (to kill elves.) Until the team is very skilled, or only plays elves, there should only be two Tackle players on the team. If you have more, you begin wasting TR/TS on a skill that only counters dodge; the other skills are more important. If you have just one (or none!) you'll find it more difficult to counter elves/skaven. With two tacklers, you should have one available to you to have a blitz on a elf when you need it. Note: this "two tackle only!" won't work at tournament level, where you're facing teams with 3/4ths to full blodge. Then, more tackle is necessary.

Break Tackle is key for Sauri; without it they are easily tied up. Begin with just two Break Tackle Sauri, but quickly increase that number. What good is a Block, Tackle, Mighty Blow, Guard Saurus, if a unskilled Zombie or Lineorc can keep it occupied all half? With good positioning this skill becomes less important (which is why the whole team doesn't need it.) A 2+ dodge is helpful at any time, especially if you have a shot at the ball with STR4! Tackle or Mighty Blow make excellent 3rd skills for a Break Tackle Saurus because it evolves them from blitzers into great blitzers.

Guard: more more more. Two Guard Sauri + the Kroxigor helps out tremendously when playing bashy teams. All the sudden, they're playing vs STR4 AND Guard and can't do anything. Guard Sauri are good players to be taking MB with because they are almost always in the heat of battle. Break Tackle is also a good third skill; a simple 2+ dodge and then you've got a guard right where you need it.

Double: Frenzy/Dodge, SF
You always want a Frenzy on the team. Whether it's to crowd push a player, just scare the other team away from the edge, help with a One Turn Score (OTS), or just make sure 'that player' goes down a frenzy is always useful. After you have one Frenzy on the team, then you can explore more with doubles. After choosing Frenzy on a player, the next double should be Stand Firm. Normal skills that a frenzy player should have is Block (duh), Mighty Blow, and Break Tackle. Mighty Blow because one of the main bonuses of having frenzy is an increases chance to knock down the player. Mighty Blow makes is so they don't get back up. Break Tackle is also nice. Sometimes you blitz with a Frenzy Saurus and he ends up somewhere unpleasant (whether it be right next to the sideline or just near opposing players); Break Tackle helps him get away.

Dodge: What's better than blodge on a elf? Blodge on a STR4 Guard elf! With Block, Dodge, Guard, Break Tackle on a Saurus, you've now got a force to be reckoned with. Not only does it make it harder to bring down the Saurus, but he makes it harder to take down the players near him. And Dodge with STR4 Break Tackle makes dodging so much easier. The next double after dodge should be Stand Firm, because 1) the Saurus can't end your turn on a failed dodge and 2) it keeps the Guard right where it needs to be.

Stats: +STR and +MA should be taken. 5+5 should be a double skill. +AG is a waste of TR on a Saurus unless you have two...and you can't ever count on rolling it again. A Saurus who gains +MA should be tailored into a blitzer position (Block followed by Tackle, MB, and Break Tackle in any order.) +STR Saurus should never, ever get Mighty Blow (unless it's on 176 SPP.) A +STR Saurus needs Block and Break Tackle. Guard is also helpful, and so is Tackle, but Break Tackle is where it's at. With AG5 on a dodge, you can dodge into a standard box-cage at 4+. Follow that with a STR5 hit and almost no cage is safe. On doubles, skill dodge to increase his survivability and chances to break into cages.


Skink - Pawns to be thrown in the enemy's way.
Skink: 8, 2, 3, 7 | Dodge, Stunty | Skills: Agility
The first law of Skinks is: do not use apothecary on Skinks. Skinks are easy to replace and easier to skill. Sauri on the other hand, take forever to skill. A loss of two skilled Skinks in one match is unfortunate; a loss of two skilled Sauri in a single match is devastating. What Skinks are good for is helping in assists, fouling, and ,most importantly, getting in other players' way. Low Agility players without block or tackle are the best targets for tying up. The Skinks can use dodge to avoid being knocked over, and the other player is stuck until he does knock over the Skink. When playing high Agility teams, this works less often, although sometimes coaches will try their luck at hitting the Skink as opposed to entering the real fight. The 'no Block/Tackle' rule is also bendable. Skinks can tie up a Block/Tackle player for a turn when needed, sometimes longer if they're lucky. Finally, a Skink is a nice way to attract a blitz. Just stick it next to the ball carrier and an opposing team will often spend their blitz hitting this unskilled Skink.

Skills
Normal: Diving Tackle, Side Step, Retirement.
As said above, the sole purpose for Skinks is to add assists (they can do this without skills) and to tie up players (they can do this also without skills, but Diving Tackle helps.) If a Skink makes it to 3rd skill without a stat/double: fire it. While SS/DT/Sure Feet Skinks are nice, they're TR/TS cost is insane. You don't need that on your team.

Double: Dirty Player/Block, Kick/Sure Hands/Strip Ball.
DP is to be taken as the first double on Skinks who have not rolled either +AG or +STR. Only when you already have 3 DPs on the team can you think about not choosing DP as the first double. Skinks die rather quickly, though; soon enough you'll be stuck without a Dirty Player on the team. Maybe 4 DPs isn't so bad? Once taking Block as a double on a Skink, Sure Hands or Strip Ball makes an excellent second Double skill. Sure Hands is a good counter to leaping, Strip Ball elves, and a -2die Strip Ball block has about a 50% chance to loose the ball.

Stats: Skinks are the only Lizardman player where it is worth it to take any stat increase. If a Skink rolls +AG or +STR, take Side Step before Diving Tackle; this will keep it alive longer. On doubles, take Block. Sure Hands or Strip Ball should be the second double for a +AG Skink, Strip Ball is an excellent second double for +STR Skink. With +STR and possibly a few other Skinks to help out, you'll be able to roll a 1die or 2die on the ball carrier.

+MA Skinks should continue with their development as though they are a normal Skink. If a Skink rolls +MA twice, take Sure Feet as the next skill; their OTS ability is what they will be treasured for most. Do not take Sprint: it is a waste. A 5+5 on a Skink that does not already have +MA should be doubles. If the Skink does have +MA and you already have two DPs, take the movement; it will help with OTS. If you have no DPs, take DP. If just one DP, it's up to you.

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ImageLizards 0f 只mtum Mountain


Last edited by WindexChugger on Jan 09, 2010 - 16:04; edited 2 times in total
WindexChugger



Joined: Oct 06, 2008

Post   Posted: Jan 09, 2010 - 06:22 Reply with quote Back to top

The Strategies

Defense

Lizardmen have the potential to have the ability to steal the ball as quick as elves and to also force other teams to score as quickly as orcs and chaos do. With both high Strength and high Movement, the team is able to quickly adjust to most attacks. The key for Lizardmen, like most other teams, is to gain the numerical advantage. With 7 players of STR4 or better, once you have the numbers, you'll quickly have the ball. This works best against Chaos, surprisingly enough. In any case, aim all your blitzes at whoever has the lowest armor and always try to use Mighty Blow. Although hitting the 51 SPP Chaos Warrior is nice, all you need is a numbers advantage and all his skill is meaningless. Aim for the 16 SPP Beastman and let MB do the rest.

On Defense, more so than on Offense, Break Tackle is key. If you have 3 or more Sauri with Break Tackle, your opponent will find it difficult if not impossible to switch sides on you. With your lowest Movement being 6 and most of your players being able to dodge away, you will be able to switch just as easily as they do. Also, Break Tackle gives you excellent ball attacking abilities. 6,4,4,9 (for one dodge) is an amazing combo that can easily open holes towards the ball carrier, often get next to the ball carrier, and sometimes blitz the ball carrier.

Do not underestimate your Skinks. Yes, they are STR2. But because they have Dodge, Stunty and MA8, you can get several behind the enemy line and then swarm the ball carrier. Look for cases where your opponent has brought the ball forward but hasn't immediately protected it. Often times this means they've set up a long wall against your Sauri. Skinks can often dodge around this wall, but sometimes they just go right through. With as few as two Skinks you can get a 1die on most ball carriers. Even if this doesn't knock down the ball carrier, it will often times cause your opponent to over protect the ball carrier. This allows the Sauri to form a tight ring around the cage, crushing it over the next few turns. If you can manage three Skinks by the ball carrier, or you have a +STR Skink, then your chances of stealing the ball is increased further.

Setups

There are two Setups for Lizardmen:
Image
I like this one best. Your two worst Sauri should be on the line, your two best should be right behind it. If an opponent tries to blitz the Skinks, their blitzer is often stuck behind your line of Sauri just asking to be fouled. I like this one because it gives all your players access to the whole defensive half of the field on T1. Unfortunately, it gives your opponent ample opportunity to foul your 3rd or 4th best Saurus on the wings of your defense.

Image
This is a very common setup that does not work vs teams with Frenzy. It is nice because opposing players will find it hard to get into the backfield early on. Also, unlike the previous defense, only the players on the LoS are available for good fouling. This defense also has the problem that it puts the two middle Skinks in a easy-to-blitz position. If the other team has Frenzy, you can shift the Sauri in one space and shift the Skinks out one, but then the Skinks are in an even easier place to be blitzed. It also means that the opponent has to blitz a STR2 player, instead of STR4, to gain easy access to the back field.

Offense

While Lizardmen are fast, Offense is where you take is slow. A long, 8 turn stall is exactly what you want, and with a lot of STR4 you can do this.

Early on in the drive, don't be so careless with Skinks; if you become outnumbered very early in the half, you may have to score early. You don't want to do that. Having a DP is incredibly helpful in giving you an early advantage on Offense.

Strangely enough, your main ball carrier will not be the Skinks, it will be a Saurus. Give the ball to a Saurus as soon as possible (try to make the initial pick up with a Saurus if you can.) With a reroll, there is about a 50% chance that the ball will be picked up. These odds aren't great, but you'll have a wall of STR4 protecting the ball, with a mobile wall of Skinks behind that. If things get desperate and your Saurus just won't pick up the ball, go for the Skink.

When you go to pick up the ball with a Saurus, have at least one Skink by the ball (either up/down or to the side, not diagonal from the ball) just in case you fail. That way the opposing team will have a much more difficult time at stealing the ball.

Some people ask me 'Why?!' The question is valid; why would I choose a AG1 ball carrier over a MA8, dodge stunty AG3 ball carrier. I have two answers: Strength and SPP. Firstly, it is a lot harder to get the ball out of the hands of a Saurus than it is from a Skink. The plan is to take all 8 turns to score, so you don't need to be rushing the ball. If things get bad and it's T7 and no shot of a Saurus TD, by all means, hand the ball off to a Skink and let it run. Another thing is: where would you rather have your SPP? On a Skink who's life span is a few games, or on a Saurus who is critical to your team's victory and will survive quite a good deal longer? Obviously, your answer is a Saurus.
Just like on Defense, use your blitzes to the best of your ability. You don't need to be moving fast in the beginning; blitz where it will do the most damage, not where it will move the ball forward the most. If you get a numbers advantage, you will easily win the drive. If not, you're still stronger and faster than your opponent; you should be okay.

Setups

Image
This setup is the one I usually use. If you Block the LoS using the middle Saurus first and then moving up, you will often knock down every single opposing player on the line. Then you blitz down a fourth and you're onto a good start. The forward-most Skink is your DP. You will notice that that back two Skinks are in movement range to assist in a foul. Use you blitz to not only hit someone, but to also protect the DP. Then bring in the swarm and foul. If the ball is kicked forward, the foul will be less powerful because you will need to protect the ball. Make a small shield with a few Skinks and/or a Saurus, then try and grab the ball before fouling. Even if you fail, there's still a Saurus and a small wall of Skinks by the ball. This defense is used especially on slow moving teams. If a Blitz! is rolled vs a quick team, it could be the end of 'your' drive.

Image
The second setup is more geared towards protecting the ball. You have the potential to knock down the front row of players, but if a Blitz! is rolled you will be protected.

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ImageLizards 0f 只mtum Mountain


Last edited by WindexChugger on Jan 09, 2010 - 06:25; edited 1 time in total
WindexChugger



Joined: Oct 06, 2008

Post   Posted: Jan 09, 2010 - 06:23 Reply with quote Back to top

One Turn Scores
Here is a guide to OTS with Lizardmen (and actually MA7+) You will need 8 players for the chain pushing; you may need more to get the ball.

Image
First is the Blitz. Hit the bottom player from the corner, pushing into your player who pushes into the ball carrier.

Image
Next hit the opponent with another Saurus, who will push into the same player of yours who pushes into the ball carrier.

Image
Block the opposing player into your Saurus. You will use the Saurus later on. NOTE: this block is just a positioning block, the ball carrier does not move forward here.

Image
Repostion: Move a Skink (or Saurus with a GFI if you're low on Skinks) into a position behind the line like shown.

Image
Block the opponent with yet another Saurus into the ball carrier. Your ball carrier is now within TD distance.

Image
Because a block is safer than a GFI, hit the opponent one more time with your chain-pushed Saurus. If you can, knock him down. You are now 9 spaces from the endzone, meaning one GFI!

This may not be the most efficient OTS method for Lizardmen; I made this up really quickly. Afterwards I checked the help:OTS section and saw that this uses the same number of players for a MA8 OTS, but moves your player one step closer.

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ImageLizards 0f 只mtum Mountain


Last edited by WindexChugger on Jan 09, 2010 - 06:26; edited 1 time in total
WindexChugger



Joined: Oct 06, 2008

Post   Posted: Jan 09, 2010 - 06:23 Reply with quote Back to top

Team Management

As like in any other team, you'll want no coaches or cheerleaders. You will need 5 Team Rerolls, although 6 may be better (especially vs Doom and Gloom.) Try 5 for a while; if you find that you need more, get another. Otherwise, it's just a waste of TR/TS.

I've been following a strategy first put forward to me by Mightypeon: the 13 player strategy. 13 players is a good number for Ranked play. The less players you have, the more concentrated your TR/TS (and therefore SPP) is on the remaining players. This allows for even more concentration on Sauri SPP. Some teams may find that 14 players is ideal. If you find yourself starting to stock pile gold, save it for tournaments or fire Skink who have two skills but no doubles/stats.

Tournaments

Anyone who's looked at my past will see I have little experience with tournaments. Anyways:

Tournament play is very similar to Ranked play except:
Against teams without leap(or very high AG)+strip ball, have a Skink carry the ball. If the opposing team does have leap+strip ball, you may want to give the ball to a Saurus. The problem with this is that because the opposing team has leap, they can steal the ball pretty easily if you fail a pick up. This is the only case where a Sure Hands Skink is worth it, but I would still vote DP (or Block) on a regular Skink.

Do not fire Skinks who over skill right before or during a Tournament. This is the one time where a TR/TS bloat won't hurt as much (you won't be paired against teams with similar TR/TS like in Ranked play.)

For Tournaments, you will want 15 players. A wizard each game will be extremely helpful (so much so that it's pretty much required) because with even a small hole opened, a Lizardman team with a STR4 + Break Tackle blitz and a Skink to get the ball can easily win a drive with just a Wizard. The Lizardman star player, Silibili is very worth the gold when playing bashy teams, if you have a wizard and enough gold for the next game. Against elves, his lack of tackle makes him less worthy.
Silibili is: 7, 4, 2, 9 | Block, Stand Firm, Guard | Cost: 70000



If we look over the cons described in the beginning of this strategy guide we'll see:
Fragile - Their skinks (at least four, usually six or more, per team) are STR2, AV7, and stunty. Doesn't take much to take them out.
We don't mind if we lose a few Skinks; most of the Team Strength is based on the Sauri

AG1 - All the strength on the team has AG1. This makes them easy to be tied up.
With just a bit of Break Tackle and good positioning, our Strength becomes very mobile.

Flexibility - Out of the box, the players each have one roll. Sauri and Kroxigors: bashers. Skinks: runners.
We've shown that on defense we can use a group of Skinks as blitzers. Also, Sauri are our main form of ball transport.

No good ball carrier - Either they are STR2 and no access to Sure Hands, or it's AG1 and can't even get the ball.
This is the one constant weakness of Lizardmen. Either the player lacks Strength, or it lacks the ability to consistently grab the ball.

Skills - See below.
No skills on Skinks, use Sauri to score so they get the SPP. They're the ones who need skills, they're the ones who get 'em!


I hope this guide has been informative and thorough. If you have any other questions feel free to ask below or PM me; I'd love to expand this by answering questions. Also, like I said in the beginning, I'd love to hear your Lizardman Strategies.

~WindexChugger


PS. Player Icons: I recolored them myself
Awesome Field: ZioCrock's custom made fields

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ImageLizards 0f 只mtum Mountain


Last edited by WindexChugger on Jan 09, 2010 - 06:30; edited 3 times in total
WindexChugger



Joined: Oct 06, 2008

Post   Posted: Jan 09, 2010 - 06:26 Reply with quote Back to top

BlueDevil420 wrote:
Perhaps you can also answer this question in your guide:
What should a starting lizardman team lineup be according to you?


Check this out.
Good: Full FF, all your positionals
Bad: No apoth, one reroll

The first few games, scoring with Sauri will be hard since you've only got one reroll. Try to score with them if you can, but it's not the end of the world if a Skink scores.

Apothecary should be bought after first game, no matter what. After that replace players as they die until you have 3 rerolls. From there, you're on your own Razz

Prez wrote:
As if your selected to kick first you can be sure to receive a boot quickly to one of the Sauri on the LOS, even losing your crappist Sauri to some non perm damage can effect the game almost immediately, the WIL guys have this tactic off to an art form!!

So do you use any particular setup's to combat this threat or what are your views on this?


There's no perfect setup, but here's a few anti-foul setups:

Image
This is the best Anti-Foul setup I can think of, but it has the problem that quick snap could cause you to have 5 of your Sauri AND your Krox all knocked down on T1. This setup works especially well against low strength teams, especially those lacking Guard. This is because if your Krox has Guard, there aren't even 1die blocks against your LoS if the other team doesn't have Guard.

Image
This is the obvious counter to a Quick Snap. Unfortunately, it means your opponent has a better shot at fouling you.

Image
This one is another anti-foul setup. I like it the least, but it also covers your wings a bit. NOTE: there are two spaces above and below your wings, so opposing players can get by.


SnakeSanders wrote:
How would you amend this guide for LRB6?

I have a few things I have been thinking of for my LRB6 team that isnt possible in LRB4


I started playing Blood Bowl about a year and a half ago in my now brother-in-law's table top league. The league collapsed due to silly drama around Oct '08, around the same time I came here. Like many coaches, my first few months here were learning experiences. What I'm saying is, I wasn't a very good coach when I played LRB5. I haven't played any competitive LRB5 since then, so I have no good advice to give. Sorry.

Doowa wrote:
Well written guide WC Smile

One thing I feel this guide is missing under "skills" is an alternative section. A section where you comment on the alternative choice like Guard for Skinks or SS on a Saurus. (A gaurding skink can be evil when combined with a fellow skink friend to break a cage. It's alternative and I wouldn't recommend the skill choice over Block or DP, but you never know where those doubles end up Smile) As you mention a Saurus is much like a BoB. A lot of ppl have succes/fun with SS on BoBs and I've found it pretty fun on Sauruses as well. Personally, I'm a sucker for SF, but SS sure is fun and annoying for your opponent, hehe


This post is all about my way of doing things. I've never tried a Guard Skink; I think either DP or Block are preferrable. There may be times when you would want a Gaurd Skink (I can only think in a tournament where you'll need some Guard in the next game or two) but I don't think it's worth it in regular play. I've heard of Side Stepping Sauri, but have no experience with them; so they're not included here. I would like to try out SS on a Saurus, but I would probably take Dodge first.



Doowa wrote:
I have 1 other comment. You argue about making a saurus your ball carrier and picking up the ball with him, but you never mention taking Sure Hands in the skill section. Wouldn't that make sense with your strategy?


My strategy with a Saurus ball handler isn't to have one ball handler. If this was the case, I may be more for a +AG Saurus. The way I do it is, who ever needs the SPP gets the ball. I usually have a few under skilled Sauri on the team who are eager to get their first or second (sometimes third) skill.

A quick response to this is: what about when you're playing Leap + Strip Ball? In that case, Sure Hands would be nice. But when you're playing elves or skaven, who often have a AG5 or sometimes AG6 player, one failed pickup could easily end your chances at scoring.

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ImageLizards 0f 只mtum Mountain


Last edited by WindexChugger on Jan 09, 2010 - 18:33; edited 2 times in total
Sigmar1



Joined: Aug 13, 2008

Post   Posted: Jan 09, 2010 - 07:07 Reply with quote Back to top

Well, what is there to say but Wow! The most definitive Lizard guide I've ever seen. Both my lizard teams have AG2 Saurus with Sure Hands...naive bungling or supertactic?

IMO a ST4 blodge surehands player is the ultimate (generally acheivable) runner. With AG2 and Sure Hands a Saurus is just one double away from this build with the necessary SPP. An obvious downside is they become a SPP hog as you always tend to run and potentially score with them, although a late handoff to a less skill saurii is always a possibility. I haven't the longterm experience with Lizards to evaluate the TR/TS implications of this build. I just find it fun and effective.

Anyhow, quite the strategy guide Windex, thank you. And may the Lizards of Yumtum Mountain recover from their recent hardships!

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Catalyst32



Joined: Jul 14, 2008

Post   Posted: Jan 09, 2010 - 07:32 Reply with quote Back to top

Thanks WC.
BeeRTRuCK



Joined: Sep 09, 2007

Post   Posted: Jan 09, 2010 - 09:14 Reply with quote Back to top

i almost wanna try to play lizards again
Prez



Joined: Aug 02, 2003

Post   Posted: Jan 09, 2010 - 09:57 Reply with quote Back to top

A very good and informative post on all things 'Scaley'! I play with two Lizard teams Racing Reptiles in [R] and Saurian Savages in the WIL [L]eague. Like you say in both teams the Sauri's, are the backbone of the team, oddly enough this was going to be a PM to on how you deal with fouling!

As if your selected to kick first you can be sure to receive a boot quickly to one of the Sauri on the LOS, even losing your crappist Sauri to some non perm damage can effect the game almost immediately, the WIL guys have this tactic off to an art form!!

So do you use any particular setup's to combat this threat or what are your views on this?

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pythrr



Joined: Mar 07, 2006

Post   Posted: Jan 09, 2010 - 10:06 Reply with quote Back to top

nice work that lizard

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BlueDevil420



Joined: Dec 19, 2004

Post   Posted: Jan 09, 2010 - 10:43 Reply with quote Back to top

Perhaps you can also answer this question in your guide:
What should a starting lizardman team lineup be according to you?
Woodstock



Joined: Dec 11, 2004

Post   Posted: Jan 09, 2010 - 11:13
FUMBBL Staff
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WindexChugger wrote:
Skink Skills
Double: Dirty Player/Block, Kick/Sure Hands/Tackle.

One small remark. Strip Ball > Tackle. With stunty you can dodge in cages and try to get a -2d.
Besides that, Lovely guide! I'm sure a lot of people will find this helpful.
Mr_Foulscumm



Joined: Mar 05, 2005

Post   Posted: Jan 09, 2010 - 11:51 Reply with quote Back to top

Woodstock wrote:
WindexChugger wrote:
Skink Skills
Double: Dirty Player/Block, Kick/Sure Hands/Tackle.

One small remark. Strip Ball > Tackle. With stunty you can dodge in cages and try to get a -2d.
Besides that, Lovely guide! I'm sure a lot of people will find this helpful.


Agreed to both statements

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Escalore



Joined: Nov 17, 2009

Post   Posted: Jan 09, 2010 - 12:05 Reply with quote Back to top

Me likes alot.

I've just started lizzies in the box and I'll definately be back here once in a while to check on stuff.
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