cameronhawkins
Joined: Aug 19, 2011
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  Posted:
Sep 03, 2014 - 01:02 |
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xnoelx wrote: | But why would you not give the Krox Guard? Or another skill of your choice, anyway. With 8 skills available, all normal, that's one skill for every Saurus, and still two left over. Normal skills on Skinks aren't desirable enough that you want to have two of them rather than a skill on the Krox. |
Because it means the Krox starts with 6 spp, and therefore will miss out on his first skill roll. |
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Smeat
Joined: Nov 19, 2006
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  Posted:
Sep 03, 2014 - 01:16 |
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notbobby125 wrote: | With your six block (and one tackle) equipped Sauruses... |
Stop it!
Seriously - the ONLY advantage Tackle gives is to make your oppo think twice if you are marking a Dodger - assuming there even is one he can mark!.
Without Break Tackle he's not maneuverable to make that mark. Without Block, he gets knocked down more and knocks down others less.
SO many more useful first-skills for the 6th Saurus. So many. Really. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
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mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 03, 2014 - 01:40 |
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Azure wrote: | go with 3 RRs - not 5. Five is way too many if you are playing a solid game. Take the extra 120k in inducements - much more valuable. |
Smeat wrote: | 3 RR - If (at least 5 of) your Sauri have Block, and since all your Skinks have Dodge, the "only" thing you need RR for are balling and failed Blocks. 3 is ample if you save risky moves for last and stay disciplined, don't waste them unless it makes or stops a score. |
This makes sense till something better comes up I edited the draft accordingly. 3 rerolls is kind'of short but manageable if positioning is strong. I'm usually an elf/dwarf player and used to it... I don't know how it'll turn out with sauruses, though. If I find it impossible, at least there will still be plenty of money in bank to eventually buy 1 more.
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I'm also pretty convinced of at least 4 block Sauruses !
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Draft
https://fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&p=607931#607931[/url] |
Last edited by mrbibitte3 on %b %03, %2014 - %01:%Sep; edited 1 time in total |
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mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 03, 2014 - 01:46 |
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Smeat wrote: |
o Cheerleaders & Assistant Coaches - Zero.
o Fan Factor - zero. The only real reason to have FF is to get cash rolling in, and you'll have plenty in the bank. Once you win, you'll generate FF for free.
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Wouldn't it be a bit harsh ? Most teams have a FF of 8 to 10. With the added bonuses of Cheerleaders and Assistant Coaches, I'll have virtualy zero chances of winning a kickoff event ! |
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Smeat
Joined: Nov 19, 2006
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  Posted:
Sep 03, 2014 - 02:13 |
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There are only really 2 to "win" - so if the KO is not a 6 or 8 (~14% each, ~28% total for 20k), so what?
Compare that 40k to 50k Bloodweiser Babes - which are guaranteed to add +1 (+33%) to any and all KO rolls, or 4/5 of a Card if you're not playing a bashy team, or +40k closer toward something larger, a Bribe or something that you like better).
Which would you rather have to start?
If you're being disciplined w/ your RR, a Result like that is just gravy - it lets you RR a fluff Push to get a Cas, etc - ONLY if the drive doesn't depend on that! And for every time you "need" a RR (from early bad luck), you'll find that +1 more is more than you need (from early good luck).
And, remember, a LOT of Kickoffs are Turn 7-8 - really too late for a RR to matter most of the time, and if you already have one saved then quite possibly more than you could use if you tried. :/
(The way the math works out, adding +10 TV for CL/AC is worth only about 1/14th(?) of a RR - so if you want it that much, then spend the money for a 4th.)
You'll be the low TV team on the block, so make your opponents lock in their team and "Ready" first. Then crunch some numbers, and decide what Inducements you'll take. If you have some slop, THEN buy a CL/AC before the game - but not until then, AND be prepared to fire them next game if that +10(+)k in Inducements can be put to better use than a [+1 on a d6] 14% of the time. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
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DrDiscoStu
Joined: Feb 20, 2006
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  Posted:
Sep 03, 2014 - 08:26 |
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I wouldn't skill a Krox like this
Reason - you want them with block. Taking an auto normal skill deprives them of a roll. |
_________________ Check out my fishing and camping blog.
The Black Pearl Bounty-Board.
GUARD CONQUERS ALL! |
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babass
Joined: Apr 20, 2013
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  Posted:
Sep 03, 2014 - 20:26 |
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mrbibitte3 wrote: | My tabletop league enables us to create new teams with 6 normal skills (20K) included within a budget of around 1600K. Not more than one skill per player. How would you chose those skills on a lizardmen team ?
All Block or all Mighty Blow Sauruses ? A mixed bag of different skills ? Would it be worth it to skill a Skink ?
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EDIT : final parameters in...
Budget : $2.100 K, some money can be kept in treasury
Skills : up to 8 basic ($20K) skills, not more than 1 per player |
6 saurus block
1 kroxi guard
1 skink side step
4 skink
3 RR
1 Apo
and save all the rest of the money |
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GronxWild
Joined: Jan 22, 2012
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  Posted:
Sep 03, 2014 - 20:34 |
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no breack tackle?
4Block
1 BT
1 MB |
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awambawamb
Joined: Feb 17, 2008
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  Posted:
Sep 03, 2014 - 20:55 |
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Strong Arm on all the Saurii |
_________________ "la virtù sta nel cielo e nella terra, ma anche nelle nuvole e nelle stelle"
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Azure
Joined: Jan 30, 2007
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  Posted:
Sep 03, 2014 - 21:34 |
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Smeat has the right of it with dropping the FF.
6 Sauras (4 Block, 1 Guard, 1 MB) + 4 Skinks (1 with DT or SS) + 1 Krox (PO) + Apoth + 3 RRs...no cheer, no coaches, no FF = 1250 TV
This means you have wizard + Slibli for every game at a minimum (puts you at 1650)
And if your opponent is closer to 2000 - that leaves you open to grabbing Quetzal Leap (AG 4 ballcarrier)
You mentioned you had some amazons - Hemlock is good value at 170k.
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Only real decisions I see is what to do with the 5th/6th Sauras. Having 4 block is good - but that 5th and 6th ones is tough. I like having 1 as MB - set up 3d blitzs with him. The last one as Guard is good because with ST 4, tucking him inbewteen 2 Block Sauras can be really nice. The Skink really not sure if SS or DT is better.
Break Tackle is not really worth it. If your opponent is marking up all your players - rejoice in all the free blocks. A sauras with just BT is not really going to save the day.
Good luck. |
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Smeat
Joined: Nov 19, 2006
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  Posted:
Sep 03, 2014 - 21:35 |
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And Pass Block on Doubles!
btw - Since you have 8 skills to play with, you ~could~ put Diving Tackle on a Skink. Usually Sidestep is the first normal skill for all skinks, but 1 DT suddenly becomes a very real roadblock - only desperation (or failure to remember he has DT!) puts anyone thru his TZ's.
(Try not to casually mark w/ him (or any skink you're not prepared to lose!), not until he does get ss - and even then be prepared to lose him. Skinks break too easily.)
GronxWild wrote: | no breack tackle? |
BT is not necessary if you position carefully, in pairs or groups, so one can always block another free - which, I'll be the first to admit, is easier said than done for most of us. <raises hand>
BT is good as a 3rd-4th skill for ~some~ of your Sauri - your sweeper, your heavy hitter, a Guard - so they can't be tied down. (~Maybe~ as a 2nd skill on one Saurus - but that means if anyone gets doubles (for Dodge + BT) they become yet another BT - and you don't want/need TOO many. And not your first "second saurus skill" - I'd go Frenzy and/or MB there, first and second, then BT, if at all on a second skill.)
If you take BT as a first skill, you have a mobile saurus who has no other skills - and they get knocked on their ass (and injured*) more easily, and don't hit as reliably when they get where they're going, and are further from the FAR more generally useful and necessary skill of Block.
That's the theory, anyway (see first comment).
(* One of the important reasons for taking Block first on 5 Sauri is, if you don't, that leaves 2 who have no core skills to keep them standing, no Block, certainly no Dodge, and it's a loooong march - and with 5 other sauri - to 16 spp. And no Block to help him stay standing to get there while he tries to score.)
(Many coaches will even ignore Doubles on their first Saurus skill and take Block, at least until a few/most of their Sauri do have Block and can support a pure Dodger.)
And remember - even with 6 skills on your Sauri, you're a long way from being a "developed" Lizardman team. As a ballpark(!) target, you want...
o 1 heavy hitter: Block, MB, Pile On/Tackle (BT)
o 1 Frenzy: Block, Frenzy (BT/MB/Stand Firm)
o 1 Sweeper: Block, Tackle/BT
o 1 Guard: Block, Guard, BT
o 2 Sauri w/ Block(+) (but no more BT)
o 1-2 ss-DT skinks
o 1 +Ag skink*
(* Recycle skinks at 31 spp if no doubles/+stat! Maybe 16 spp once you have some keepers.)
So - don't get cute, don't try to cut corners, don't take risks in skills, don't design the team to possibly win more in the short term but also possibly suffer for it. Play the long game - get 5 Blockers, keep your Sauri healthy, pay your dues as the new kid on the block, build from there.
GL. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
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mrbibitte3
Joined: Mar 28, 2013
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  Posted:
Sep 03, 2014 - 22:01 |
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awambawamb wrote: | Strong Arm on all the Saurii |
I was very seriously considering spamming Kick Of Return... |
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DrDiscoStu
Joined: Feb 20, 2006
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  Posted:
Sep 04, 2014 - 00:11 |
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Mateuszzzzzz
Joined: Feb 26, 2006
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  Posted:
Sep 04, 2014 - 00:39 |
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GronxWild wrote: | no breack tackle?
4Block
1 BT
1 MB |
+1 for 1 saurii with break tackle. |
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PaddyMick
Joined: Jan 03, 2012
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  Posted:
Sep 04, 2014 - 18:12 |
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Block is the best skill in the game and the foundation for any (non wrestle) player, so why not get it straight away on every player that you can? Specialisation comes later, imo. On the skinks, get 1 with sure feet and one with catch, for hand offs (or the threat of a hand/score).
Agree the Krox needs that extra skill roll to max out on doubles. |
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